As for the table, we ignore the ELH. BAB and saves still progress past level 20. What does craft: dreamweaving do, aside from work with one epic level ability?
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Proficiencies: A Dream Larva is proficient only with its natural weapons.
Oookay.
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Body of Nightmares: A Dream Larva loses all racial traits and becomes an Outsider. It gain Outsider traits (Darkvision 60 ft, does not need to sleep or eat) and a natural armor bonus equal to its Con modifier + 4.
Whoah, whoah! This is a problem, right here. You need more info.
First of all, can it wear armor? What size is it? Does it have limbs capable of fine manipulation? Does its form restrict movement or dexterity in any way? You don't have to say what it can do, but you have to say what it can't do. Also, without a picture, we'll need a basic body plan of this thing: what kind of limbs it has, and what of those it can use.
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Soporific Touch(ex): The Dream Larva's touch can send people to sleep. Once per day for every 2 HD, the Dream Larva may make a touch attack. If this succeeds, the opponent must make a will save (DC 12 + Charisma Modifier) or fall asleep. They stay asleep for one minute per class level. They are helpless while asleep, but any damage or light slap wakes them up.
Specify that it's a mind-affecting effect, and standardize saves. Also, it would be cool if you gave the ability sometime later to channel it through a melee attack.
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Jaws: The Dream Larva gains a natural bite attack. This deals 2d8 + Str modifier damage. At level 12, the damage increases to 3d8 + Str modifier, and at level 22, the damage increases to 4d8 + Str modifier.
Specify that this is a primary natural attack. Also, the damage progression is a bit odd... First of all, the damage WILL progress one dice step when it increases size. I'd start it out at 2d8, and not give it any increases based on level. I'll elaborate later.
So for levels 1-3: sortof a problem. At level 1, it can't do ANYTHING. At level 2, it's useless against anything that is immune to sleep. Finally, at level 3, it can do
something. Move everything to level 1, and give soporific touch a short scaling range.
Okay, so here's what I'm thinking, just glancing it over: this would be suited better as a 20 level class. It's a 2-trick pony: lots of natural attacks, and sleep. Now, it's really good at these things... but it's still a 2-trick pony. Beyond that, everything is spread out over 31 levels... and the spreading feels forced. There's just not enough content here for a 31 level class.
Finally, it waits to get its cool tricks until 31. This is a problem. If you're designing an epic level class, it needs to get everything cool by level 20, and then a continuation on all that for level 20+. The reason for this is that most games do not go beyond level 20, so you don't want anyone who wants to play a dream larva feel gimped just because they're not going to a very very high level. I've played 1 game in my whole life above 20 (okay, more like 10, but all of those other ones were AD&D.) The one I played in 3.5 was level... 24, I think.
The only really significant reason to make a 20+ level class is if it has too much stuff for a mere 20 levels. This does not.
Now, back to the level-by-level.
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Night Visit: Once every night you may visit someone's dreams. You must know the target's name and one fact about their sleeping habits. You may visit them anywhere on the same plane, and converse with them for up to five minutes in their dreams.
So... it mimicks a 4th level spell, essentially? Powerful. Okay, but powerful.
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Bad Dream(su): Starting at 5th level, a Dream Larva carries traces of everyone's greatest fear. Getting too close to one, a person begins to feel something is seriously wrong. Anyone within 30 ft. of the Dream Larva seeing it for the first time must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be shaken.
Awwww, useless against the recurring villain?:smallfrown:
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Claws: The Dream Larva's hands evolve into claws. They can still be used to carry things but become a natural weapon dealing 2d6 + 1/2 strength modifier damage. They also grow a second pair of arms, giving them two pincer natural attacks, each dealing 2d6 + 1/2 strength modifier damage. Your pincers may not be used to carry or manipulate things. At level 18 the damage for both of these increases to 3d6 + 1/2 strength modifier. At level 26, the damage increases to 4d6 + 1/2 strength modifier.
Hm. Well, first of all, it says "pincers" in the table, though you never actually get that ability. Second, specify they're natural attacks. Third, actually break them apart, giving claws early on and pincers later.
Now, a good progression would be: 2d6 for claws, and 2d8 for jaws. Let growth increase it to 3d6 and 3d8, then give it an ability some time after arachnoid embrace that increases all of its natural attacks by 1 step.
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Forged of Dream: The Dream Larva's familiarity with dreams lends them a greater understanding of the universe, and strengthens them against assault. They gain fire and cold resistance equal to their level (maximum 20) and resistance to mind-affecting spells and effects equal to their level. At level 15, they gain complete immunity to mind-affecting effects.
No. Y'know how on the outsiders, they'll have devil, or demon, or yugoloth, and each of those gives the "traits"? Same thing for abomination, though I'd break it up into lesser & greater abomination traits.
Lesser: +1/HD vs. polymorphing and petrification, not subject to death from massive damage, resistance to cold & fire equal to 1/2 HD, and telepathy out to 20'/HD. Give all this at level 2.
Greater: Immune to polymorphing & petrification, energy drain, ability drain, ability damage, nondetection with CL=HD and blindsense out to 5' per HD. I'd give this at level 6-11.
Finally, at level 11+ I'd give true seeing. Combine them if you give the greater at level 11. Ta dah!
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Dream Spy: You can use your Night Visit ability on two people per night, and it lasts twice as long. While you are visiting someone's dreams, you may force their subconscious to answer one question, though they can make a will save (DC 13 + Charisma Modifier) to resist. In addition you can try to learn what they like or fear, they get a will save (DC 15 + Charisma Modifier) to resist each of these effects. You may perform each of these once per night.
HAHAno. Anyone on the plane, and all you need is their name and a little about them? The biggest problem here is you can do it every effin' night, and it's ANY question. Just wait a few weeks until they crack, and you can interrogate the BBEG. I'd scrap this one.
Improved grab's fine.
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Dark Summoning: You can summon one Shadow once per day for every 5 HD as a standard action. It serves your commands loyally for up to 1 minute per class level.
I like it!
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Darkest Fears(su): Starting at 10th level, a Dream Larva's fear aura begins to evolve and clearly relate to a person's biggest phobia. Anyone seeing the Dream Larva for the first time from 30 ft. or less must make a will save (DC 10 + 1/2 level + Charisma Modifier) or be frightened. This replaces Bad Dream.
Again, fine, but "for the first time" is kinda lame. Make it a free action, and it can only be used against a certain person once every 24 hours.
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Unreal Defense: The Dream Larva gains Regeneration and Fast Healing equal to half his class level. The regeneration can be overcome by good or lawful weapons, or weapons forged by a sleepwalking blacksmith, or critical hits. They also gain resistance to energy drain, polymorphing, and death effects equal to half their class level. At level 25 they gain immunity to all these things.
First off, see Abomination. Second, just cut it to good or lawful weapons. Third, I'd start with fast healing at an earlier level, then later give regeneration as well.
Crap in a sack that's broken! NO.
There's a standardized description for growth. Use it. Also, give growth much earlier- 5-8th level.
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Arachnoid Embrace:
Fine.
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Drink the Soul: Once per day for every 3 HD, the Dream Larva may drink the life energy of an opponent within 30 ft. as a standard action. The opponent takes 3d4 wisdom damage, and the Dream Larva gains 2 temporary hp for every point of wisdom drained. The opponent may attempt a will save (DC 10 + 1/2 HD + Charisma Modifier) to resist this damage. Any opponent reduced to zero wisdom stands hopeless in a state of eternal sleep, helpless against anything that happens to them. Only healing their wisdom damage will revive them from this state.
You could make it a swift action and cut the save and reduce the damage significantly, or you could cut the save and reduce the damage just a little. Better yet, scale the damage.
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Glimpse of Terror(su): Starting at 15th level, the Dream Larva learns the true meaning of fear. Anyone glimpsing it sees something terrifying beyond belief. Anyone seeing the Dream Larva for the first time within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or become panicked. This replaces Darkest Fears.
Let 'em choose from 'cowering' or panicked. More versatile that way, as panicked isn't much better than frightened.
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Mental Reflection: You gain Spell Resistance equal to 1/2 HD + Cha Modifier. Additionally, the strange noises that you hear whispering in your mind all the time give you immunity to damaging noise in the real world. You are immune to sonic energy.
Oh, it's fine, but you could honestly scale this back to 2nd, 3rd or 4th level.
Give prismatic spray at level 13.
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The View from Beyond
Once again, see abomination.
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Worst Nightmare(su): Starting at 20th level, the Dream Larva masters the art of creeping into people's minds and taking advantage of what they most fear. Anyone seeing the Dream Larva from the first time while within 30 ft. must make a will save (DC 10 + 1/2 level + Charisma Modifier) or die. This replaces Glimpse of Terror.
Okay for a capstone, but I wouldn't give it to a 20 level class.
In retrospect, you could keep it at 31 levels and just give stuff like this. Up the content of the rockets you're using in your tag and all that.
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Sending: If the Dream Larva succeeds on a grapple check, on their next action, they may swallow their victim into a world of swirling, nonsensical dream stuff. It appears that the victim is eaten up and absorbed by the thousands of leeches that make up the Larva's body. For Charisma Modifier rounds, they are unable to do anything but watch, and when they return, they take 4d6 points of wisdom damage. Any excess beyond their wisdom total becomes constitution damage.
Once again, scale damage, otherwise good.
Phantasm Lord: See Dream Spy. I mean, it's okay for epic levels, but not for pre epic.
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The Widest View: Your blindsight is now 400 ft. and your Telepathy is now 1,000 ft. You can directly see within 10 ft. of any dreaming creature within your Telepathy, and you instantly detect the alignment of every creature in your telepathy.
Good if you're going to make it epic-level.
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The Dreamer King: You are king and master of all dreams. You may make a DC 30 Craft(Dreamweaving) check to send any vision to any sleeping creature anywhere, just by knowing its name. Additionally, by meeting the same DC, once per week, you may execute a mindrape effect on one person who you are visiting in dreams. You can visit your subjects for up to two hours, and up to 32 subjects. When they awake, if you wish, you may make them exhausted.
You do realize that by this level, just by putting max ranks in the skill it'd be piss easy to pass the check? Also, mindrape isn't a free to access spell.
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World of Dreams: You may draw your enemies into a battlefield where it is the strength of mind, not the strength of body, that guarantees success. In this battlefield, you are the one true master, and all must bow before your will or flee before your wrath. Once per day, you may draw all enemies within 30 ft. into a world of dreams. They fall asleep and lay helpless. They face an alter-ego of you in a dream world, their ability scores are substituted: Charisma becomes Strength, Intelligence becomes Dexterity, and Wisdom becomes Constitution. Your mental ability scores are doubled before they are converted. If your alter ego dies, you die. You face your dream foes in a strange, twisting maze-- they may run from you, but you will inevitably catch them one day. They will never die of old age while they remain in the maze. The only way out is the find some way out through magic or your friends helping you, or to kill the Dream Larva. If you band up with others trapped in the maze, you may stand a chance...
It's a bit complicated, quite vague, and requires A LOT of work on the DM's part.
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Hushabye: Once per day you may send a huge area into slumber, leaving the world silent as you step over sleeping bodies. Everyone must make a will save (DC 21 + Charisma Modifier) or fall asleep if they are within your telepathy. They remain asleep for one minute per level, as Soporific Touch.
Action? At epic levels, this is lame.
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Army of Sleepwalkers: You may now visit up to 64 people each night for up to four hours. They take a -2 penalty on their save against sleepwalking for every night they have succumbed to sleepwalking in the past.
What's sleepwalking? In D&D terms, I mean.
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Consciousness Bury: You may immerse your entire self in someone's dreams, protecting you and slowly making a slave of them. Once per month you may jump into one person's dreams while visiting their dreams. Your material body vanishes into smoke, and you plant yourself permanently in their mind. You may use none of your abilities, but you count as visiting them for the purposes of all related abilities at any time when they are asleep. When they are awake they count as charmed to the commands you whisper in their ear. After their save against sleepwalking is at zero for at least one week, this shifts to being dominated. You only die if the person you are buried in dies. You may jump out of their consciousness as a standard action, dealing 10d6 damage to them and to you.
...Interesting. Sortof an epic magic jar. Though the inevitability of it is bunk: just use it against the most powerful creature in the planes not immune to mind affecting, and that's by RAI: by RAW, you can use it against a god, so long as it sleeps, you know it's name, and one thing about it's sleeping habits. A little too powerful, even for epic levels.
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True Sleep: You stare into a foes eyes and leave them forever in a dream. The foe sinks to the ground with no save, asleep forever, until the effect is dispelled. Spell resistance applies against this effect. You may do this once per day.
Mind affecting?
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The Eternal Nightmare: Even if no one physically knows where you are, everyone will feel your wrath and your presence as you scar the minds of the sleeping. You may visit up to 128 people each night for up to eight hours. If you visit someone for three continuous days, you may draw them into your World of Dreams, though they get the save as normal.
Lame for a capstone.
All in all, I'd advise you condense it into a 20-level class, specify what the various abilities work against, and then make an 11 level epic PrC called the dreamwalker from which you get the night visit line, true sleep, consciousness bury, hushabye, world of dreams, dreamer king, widest view, and worst nightmare. Push everything else back to the 20-level class, and actually condense it a bit, then give it all of its SLAs- flight, haste, and nightmare (the last one at will). Give dreamscape to the PrC.
That way, it can be a fine 20 level class, and then you can make it a full epic.