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Thread: Such stuff as dreams are made upon...

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    Default Such stuff as dreams are made upon...

    Surrealist of Karribi


    Where horrible dreams plague entire towns, where dire prophesies come from the lips of crazed madmen, where the unwaking lie in lifeless comas, there are to be found the Surrealists of Karribi. Beings of equal benevolence and strangeness, they are nevertheless a comfort to the fearful and insane, calming and soothing their worried minds.
    Surrealists of Karribi are ultimately devoted to the dictates of their deity, guarding the security of sleeping minds, and battling beings who use the medium of dream to influence and control others. They are the mortal enemies of Night Hag's and their sleep invading ilk.

    Becoming a Surrealist of Karribi
    Surrealists of Karribi are generally naturally psionic individuals drawn into the clergy, and thus combine their mental prowess with their faith. Psions most easily meet the prerequisites for the Surrealist, other psionic individuals not so deeply immersed in the pure search of knowledge.
    NPC Surrealists of Karribi tend to have been victims of horrible dreams that plagued them all their life, especially those who were driven to sleepwalking. With the aid of another Surrealist however they were able top overcome their fears and take advantage of Dream. The landscapes around temples of Karribi with many Surrealists are often strange but fascinating as the laws of nature and reality itself blurs with Dream into idealic, fanciful vistas.

    Hit Die: d6

    Requirements
    Alignment: Any good
    Feats: Dreamtelling
    Skills: Lucid Dreaming 4, Knowledge (the planes) 8, Knowledge (psionics) 4, Knowledge (religion) 8
    Psionics: Must have a power point reserve of at least one power point.
    Special: Must be a worshiper of Karribi and have the ability to sleep (elans, elves, and similarly unsleeping races may not take this prestige class).

    {table=head]Class Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Spellcasting/Manifesting
    1st|+0|+0|+0|+2|Dreambond, Enigma of the Inner Self|-
    2nd|+1|+0|+0|+3|Lucid Dream|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    3rd|+2|+1|+1|+3|Somnambulism|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    4th|+3|+1|+1|+4|Dream Travel|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    5th|+3|+1|+1|+4|Unconscious Haven|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    6th|+4|+2|+2|+5|Perfect Dream, Pure Imagination|-
    7th|+5|+2|+2|+5|Bushy Tailed|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    8th|+6|+2|+2|+6|Aura of Endless (Im)Possibilities|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    9th|+6|+3|+3|+6|Dreamer of the Dreams|+1 level of existing divine spellcasting class or +1 level of existing manifesting class
    10th|+7|+3|+3|+7|Eyescape|+1 level of existing divine spellcasting class or +1 level of existing manifesting class[/table]
    Class Skills
    Autohypnosis (Wis), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (planes/psionics/religion) (Int), Lucid Dreaming (Wis), Perform (any) (Cha), Psicraft (Int), Sense Motive (Wis), and Spellcraft (Int).
    Skill Points at Each Level: 2 + Int Modifier


    Class Features
    All the following are class features of the Surrealist of Karribi prestige class.

    Weapon and Armor Proficiency:
    Surrealists of Karribi gain no proficiency with any weapon or armor.

    Spells per Day/Powers Known: At each level indicated, you gain new spells per day and an increase in caster level (and spells known if applicable) as if you had gained a level in a divine spellcasting class to which you belong before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a surrealist of karribi, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

    Alternatively, at each level above first, you gain new powers per day, an increase in manifester level. and powers known as if you had also gained a level in a manifesting classs to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a surrealist of karribi, you must decde to which class to add each level for the purpose of determining powers per day, manifester level, and powers known.

    If you have both divine spellcaster levels and manifester levels upon gaining a level as a surrealist of karribi, you must choose which class gains the benefit of this ability. You cannot increase both your spellcasting and manifesting levels. At each level that grants this ability, however, you can choose to improve either your divine spellcaster level or your manifester level. Choosing one way does not restrict you to the same choice when you gain your next level.

    Enigma of the Inner Self:
    You delve into the mental powers of the subconscious. Choose one of the following Domains: Dream, Knowledge, or Mind. The spells of that domain are added to any divine spellcaster class and you can prepare them normally. You also gain the granted power associated with that domain. (The Dream domain can be found in Heroes of Horror).

    Dreambond (Ex): A surrealist of Karribi gains the Oneiromancy feat. As well, any powers of the Oneiromancy type can be cast as a class spell.

    Lucid Dream (Ex):
    At 2nd level a surrealist of Karribi has a dream of such clarity and lucidity that it seems realer than life. He bring the dream with him into wakening where it takes a physical form as a psicrystal. This psicrystal is composed of the phantasmagorical substance of dream and kept stable by its master's mind. It appears hazy and out of focus, such that all melee and ranged attacks against it are assessed a 20% miss-chance.

    The surrealist of the crystal gains a +3 bonus on Lucid Dreaming checks.

    Imaginative: This psicrystal is very strange and enigmatic. It has a fascination with the beauty of the unusual, the strange, and the fantastic. Even a simple set of old moss-covered stone steps can become an object of mystery and interest as the crystal reminds its master of how it resembles something glimpsed in a dream. It fills its master's days with undecipherable messages and cryptic observation that sounds familiar and stir something within the surrealist, but are in the end useless as they are hints to decisions, thoughts and memories hidden within the subconscious that have not yet come to light.

    If the surrealist already has a psicrystal, the dream is absorbed within it. It takes on the Imaginative personality, including subsequent +3 bonus to lucid dreaming checks, as well as the 20% miss-chance.

    Dream Travel (Ps): A Surrealist of Karribi may use the Dream Travel power once per day. He may use the power one additional time at 6th, 8th, and 10th level.

    Somnambulism (Ex):
    A surrealist's subconscious mind becomes so hyperactive while he's unconscious that his body responds to the cerebral activity. Before going to sleep each night he must make a DC 25 Autohypnosis check or spend the night sleepwalking. A sleepwalker can take simple actions such as moving his base speed in a random direction or picking up objects. He is considered flat-footed, and takes a -20 penalty on spot checks so that though he is unlikely to walk off a cliff, he may not be able to find a doorknob to let himself out of a room. He is not consciously aware of his actions. A surrealist can be awakened with a swift shaking or sudden loud noise, though awakes automatically if he sustains any damage.

    Unconscious Haven (Ex):
    A Surrealist of Karribi is immune to harmful psionic powers and spells of dream such as Nightmare, Phantasmal Killer or any with the Oneiromancy type, as well as a Nighthag's dream haunting and similar.

    Perfect Dream (Su):
    A surrealist may Hallow a dreamscape as the spell as many times a day as he has levels in this prestige class.

    Pure Imagination (Ps):
    A Surrealist of Karribi has reached new heights of inspired creativity and once per day may merge with it and become a fantastic creature of pure imagination. This functions as the Form of Doom psionic power, except that instead of being hideous, the creature is so strangely and frighteningly beautiful that most minds cannot handle it.

    Combine your highest manifesting class level with your prestige class level to determine your manifester level for purposes of duration and augmentation.

    Bushy Tailed (Su):
    At 7th level a Surrealist of Karribi's mind ascends to a higher level of consciousness, or subconsciousness as the case may be. In essence he is in a continuous state of waking sleep. He does not require sleep, though does need two hours of physical rest to properly prepare spells or powers. He remains fully aware during this rest. Sleep, Symbol of Sleep, and other similar sleep effects, spells and powers do not affect the Surrealist who is already technically asleep. In fact, because of the exquisitely restful state of his mind he gains a +1 morale bonus to all skill, save, and initiative checks.

    Aura of Endless (Im)Possibilities (Ps):
    At 8th level a Surrealist's mere presence blurs the boundaries between dream and reality. Within this aura near anything can seem to happen. It extends some 10 feet from the Surrealist and those within, even allies, must make a Will save (DC 10 + Surrealist level + cha modifier) to disbelieve every minute. Anything experienced by those caught within this aura seems completely real, as if under the Microcosm power and they stand unmoving and helpless. Every minute a new check can be made to disbelieve, and if the Surrealist moves out of range the effect immediately ends. Surrealists may suppress this ability by making a DC 25 concentration check every hour.

    Dreamer of the Dreams (Ex):
    The Surrealist of Karribi has reached the cusp of realization between Dream and Reality and becomes an Outsider with the native subtype. He is accustomed to the fluctuating unreality of Dream and has learned to see through it. Thus he gains a +4 bonus to resist any mind-affection effects, and can see things as they truly are as the True Seeing ability 3/day.

    Eyescape (Su):
    At 10th level the Surrealist becomes a master of weaving dreams, and his eyes appear to fade away, seemingly replaced with holes of unfathomable depth, though his sight remains unimpaired. Tiny motes of light deep within twirl, revolve, and chase one another around. Each of these motes are specialized dreamscapes that the Surrealist can craft once per week with a DC 30 Lucid Dreaming check.
    Three times per day as a gaze attack with a range of 30 feet the Surrealist may peer into the eyes of any creature and bodily transport it to one of these chosen dreamscape unless it can make a Will save (DC 10 + highest divine spell casting or manifesting class level + Cha modifier negates). A target may willingly fail its save.
    These scapes may be a series of idyllic locales that the Surrealist may retire to at night, while others are hellish places. The latter are generally reserved as prisons for opponents and enemies and are generally Hallowed. These scapes are in complete control by the Surrealist and normal lucid dreaming does not work within them.
    The dreamscapes are permanent unless the Surrealist releases control over one. If they are dismissed or the Surrealist dies then they dissolve and any being within it appears back within the location it occupied before being sent to the scape. If this would put the being within a solid object they are shunted to the nearest clear space.

    -=-=-=-=-=-=-=-=-=-

    Karribi
    Greater God (Neutral Good)

    The Karribi is not a deity as most know them, but a godmind formed from the collective thoughts of those that dream. It takes form as a firmament within the heart of the Region of Dreams and is a haven to lost and wandering minds, such as those whom go into deep comas. In all ways it is concerned with the well-being of sleepers, guarding their dreams and battling beings who would use the medium that is the dream state to influence if not outright take over the minds that connect with the plane.

    The Karribi is nearly a plane unto itself, with oceans, mountains, plains, forests, every kind of terrain in fact, within, but a plane filled with strangeness, for it is composed of that which dreams are made of. Locations from the waking reality can be found within, though usually oddly changed. In turn, fantastic vistas glimpsed in dreams are often echoes of their true place within the Karibbi.

    Many creatures live here permanently here, along with hopelessly lost dreamers. In particular, within the sprawling forests are the rare massive trees miles high surrounding their comparatively dimunitive brethren. Halfway up the trunk the wood twists in on itself and forms arches all about its circumpherance and meeting scores of feet overhead. They braid back together flush and from there the trunk continues until it erupts into thousands of branches thick with foliage. Within each of these dozens of arches is a skeletal figure with parchment-like skin stretched over the bones. In places the skin has torn and shredded webs collect dust, though there is no sign of their archnid makers. These remains are barely clothed by a collection of loose, filthy rags that may once have been fine vestments. The Watchers as they call themselves do much as their name suggests, watching over the dreamheart and the dreamscapes that float like islands about it. None know why the Watchers take this form, but they are the eyes and ears of the Karribi.

    His symbol is the tree of the Watchers, and his favorite weapon is the boomerang.

    Domains: Creation, Dream, Knowledge, Mind, Protection

    Portfolio: Comas, Dreams, Imagination, Subconscious

    Cleric Training: A high cleric of Karribi is often a councelor or an advisor, especially useful to those plagued by disquieting dreams. He gives his services by interpreting dreams and comforting those who constantly face restless nights. Those who suffer from relentless frightening dreams of great length and detail, particularly individuals given to sleepwalking, draw the interest of clerics of Karibbi. It is from these individuals they convert followers, taking time to teach them the disciplines of meditation, lucid dreaming, and oneiromancy. To graduate they often go off into the wilds on dreamquests where they strive to be drawn into the dreamheart and perhaps the Karribi itself.

    Quests: Karribi's followers tend to be drawn to quests that deal with the strange and unusual if not down-right bizarre; their dealings with the eldritch nature of dreams allowing them insight and some degree of impunity. They are also called to the bedsides of comatose patients where they may stay for days, attempting to lead the mind back to its container.

    Prayers: Prayers to Karribi are silent and private and usually made when the follower is weary, especially as they lay themselves down to rest. The prayers often seem to be unfinished as the follower falls asleep, but are actually continued by the subconscious and therefore considered more personal to Karibbi.

    Temples: Temples to Karribi are often restful places of dim lighting and comfortable furniture, though with a strangely disquieting structure that seems slightly unreal. Odd paintings and sculptures are to be found here and there, crafted by artisans who wish to capture scenes and objects from their dreams. Rooms devoted to communal meditation are found in abundance, as are libraries devoted to the recordings of worshipper's subconscious wanderings.

    Rites: Ceremonies of Karribi are strange affairs where many followers meditate together while burning incense and when unconscious merge their dreamscapes into one, a difficult affair that may last several days during which they neither eat nor drink.

    Herald and Allies: Karibbi sends a Dalmerdal as its herald. Its allies are yani-yileen , dreamguards and pangari
    Last edited by The Vorpal Tribble; 2011-01-22 at 11:14 AM.