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Old 10-19-2008, 09:25 PM   Top  -  End  -  #1
Primal Fury
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Default New Base Class: The Dream-Walker [PEACH]

For a long time now I've wanted to play around with the dreamwalker feat from d20 Modern. The problem is, the entire feat tree could be a class by itself. So that's what I made here for you today

Dream-Walker


“Hm? No, I don’t believe we’ve met before. I just have that sort of face.”
-Yaesha Krelzyx, a Dream-Walker

For as long as man could lay his head down to sleep, he has been king of his own realm: the realm of dreams. He’s experienced love, hate, fear, joy, every emotion a person can feel; but as soon as he awoke, he missed this freedom… this power. He wants to bring this power with him to the waking world. That’s when the Dream-Walkers were born. Dream-Walkers are those who can transverse the realm of dreams, known as the Empyrean, and visit the dreams of others. If they train their power long enough, they can bring the full force of their will into the real world.

Adventures: There are plenty of reasons for a Dream-Walker to go on an adventure, though for one who can literally go anywhere in their dreams, they need not go far to have an adventure. If someone encounters a traveling Dream-Walker, there are two explanations for such a sighting. They often venture into the dreams of their loved ones, or at least those that live close to them. Though most of the time they try to keep a low profile in someone else’s dream, one could have very disturbing experiences if they do not. Repeated offences often result in exile for the Dream-Walker. The other explanation is much simpler, and much less tragic: they are simply bored. They know far too much about the people whose dreams they travel to. They want to see and feel the inner-most thoughts of more and more people, so they journey to, and sleep in, different towns.

Characteristics: Dream-Walkers are creative individuals named for their signature ability: They journey into the Empyrean and cavort within the dreams of others, for good or for ill. They have a large array of abilities that allow them to defend themselves (and the dreamer in some cases) from the more nightmarish aspects of the dream world. Somehow, Dream-Walkers have been touched by some kind of divine force that allows them to erode the barrier between the real world and the Empyrean. As they grow in power, battles with them can become more and more outlandish as their every fancy becomes real.

Alignment: Being a Dream-Walker carries with it a sort of… moral code. You have the ability to enter the dreams of others, tamper with their minds as you see fit, and even influence their actions in the waking world somewhat. Many are good simply because they know they have such power over people, and believe they must protect the dreamers from nightmares and other horrors. Unfortunately, there are those who would abuse this power, tormenting others or using the power for monetary gain. These evil Dream-Walkers are referred to as Dream-Stalkers.

Religion: Dream-Walkers are often too absorbed in the dreams of others to be concerned with religion. Some even believe that there is some sort of “Dreaming God” that keeps the Empyrean from getting too crazy. Nonetheless, they were once normal people as well, so it is likely that they kept whatever religion they were born into. Atheistic Dream-Walkers sometimes find religion by spending an extended period of time in the dreams of clergy, mystified by the euphoria that comes from believing in a higher power.

Background: Dream-Walkers can come from all walks of life, though the circumstances for each are varied. Some were simply born with the ability, though since they were unable to understand what was going on at an early age; it is possible that they suppressed it until they were older. Others treat it as a spiritual experience; some go through prolonged prayers to begin the process. Others undergo a special type of training that allows them to gain the ability. And still others can do so through the use of drugs, though a fair amount of Dream-Stalkers have come from this background.

Races: Gnomes are likely to treat this ability as source of extreme fun, sneaking into others dreams and playing tricks on them. Half-orcs raised in tribal settings are likely to look at this as some sort of spiritual awakening. Humans and half-elves do whatever strikes their whim. Just about any race can become a Dream-Walker, the only requirements are the abilities to sleep and dream. Because of this rule, elves cannot walk this path.

Other Classes: Dream-Walkers love adventuring with their own party. Every night they can enter the dreams of their allies and train with them, or even just find out something interesting about them, though this feeling is not always reciprocated. They are often at odds with other classes on the battlefield because they could do just about anything any other classes can do if they wanted to. Wizards are always worried about guarding their arcane secrets, and having an ally invade your dreams every night can be a problem. Sorcerers love partnering with Dream-Walkers; they see a sort of similarity between their powers, and are often curious how the others work. Monks find the constant invasion of their “meditation” rather annoying, and while their powers are useful, constantly changing the face of the battlefield can be rather troublesome. Clerics recognize divine power when they see it, so they sometimes have great interest in their abilities.

Role: Through the use of mana powers, a Dream-Walker can do just about anything on the battlefield, but this power has its limits. On the other hand, that is not where his true power lies. His true power lies in the Empyrean. There, he can combat the terrors of the night with startling efficiency so they will stay where they belong: in the land of dreams.

Game Rule Information
Dream-Walkers have the following game statistics
Abilities: Wisdom is the only score that really matters to a Dream-Walker. They need it to keep their mana powers under control. While other stats may be useful in some cases, they can use mana to increase their skills as well as their base stats when they need to.
Alignment: Any
Hit Die: d6

Class Skills
The Dream-Walker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Starting Age: As Sorcerer
Starting Gold: As Sorcerer

DREAM-WALKER
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecial
1st
+0
+0
+0
+2
Dream-Walker, Mana Pool, Mana Powers
2nd
+1
+0
+0
+3
Creativity
3rd
+1
+1
+1
+3
-
4th
+2
+1
+1
+4
Mana Feat
5th
+2
+1
+1
+4
-
6th
+3
+2
+2
+5
Mana Feat
7th
+3
+2
+2
+5
-
8th
+4
+2
+2
+6
Mana Feat
9th
+4
+3
+3
+6
-
10th
+5
+3
+3
+7
Mana Feat
11th
+5
+3
+3
+7
-
12th
+6/+1
+4
+4
+8
Mana Feat
13th
+6/+1
+4
+4
+8
-
14th
+7/+2
+4
+4
+9
Mana Feat
15th
+7/+2
+5
+5
+9
-
16th
+8/+3
+5
+5
+10
Mana Feat
17th
+8/+3
+5
+5
+10
-
18th
+9/+4
+6
+6
+11
Mana Feat
19th
+9/+4
+6
+6
+11
-
20th
+10/+5
+6
+6
+12
Mana Feat, Daydream

Class Features:
All of the following are class features of the Dream-Walker.

Weapon and Armor Proficiency: Dream-Walkers are proficient with all simple weapons but with no armor or shields. Also, they are automatically proficient with an weapon or armor they create through the use of Alteration.

Dream-Walk: Each time a Dream-Walker goes to sleep, he has the option of staying in his own dream, or venturing into the Rasa, the world between here and the Empyrean. The Rasa connects all dream-worlds across creation to each other. This is the method used by Dream-Walkers to journey from dream to dream. If the Dream-Walker is looking for a specific dream-world then they must make a successful Survival check (DC 20.)

Modifiers on Locating a Specific Dream-World:
-1 for every 10 miles away in the real world
+1 if the Dream-Walker has met the Dreamer
+2 if the Dream-Walker is close friends with the Dreamer
+5 if the Dream-Walker is related to the Dreamer
+10 for the use of Dream-catcher
Note: If the Dream-Walker is not looking for a specific dream-world, then no skill check is needed.

Mana Pool: Mana is the raw spiritual energy from which the land of dreams is formed. Though it permeates the real world as well, its manipulation is only available to those who understand its nature: the Dream-Walkers. Each Dream-Walker has a pool of mana that is used to power their various abilities. At 1st level, a Dream-Walker gains a pool of mana equal to 1d6 + 10 + their Wisdom modifier; each level thereafter, they gain another 1d6 + (Wis mod) points of mana. In the land of dreams, a Dream-Walker can use a number of mana points per turn equal to 20 % of their total (rounded down.) But in the real world, they can only use 10% of their total per turn (rounded up.) The player’s mana total replenishes each time they get 8 hours worth of sleep in their own dream-world. It may also be replenished in other ways (See Dreamwalker Revised.)
Note: Unless it was somehow permanately increased, a character uses their BASE wisdom modifier when determining their mana pool, ignoring bonuses from worn magical items.

Mana Powers: A mana power is an effect created by a mana-using creature. All mana powers require mana points to use. A mana power does not have to be prepared in advance, and they may be used at will as long as the character or creature has a sufficient amount of mana points to use the ability. Dream-Walkers begin play with five mana powers, one of which must be Alteration. Every odd-numbered level thereafter, they gain another mana power.
Note: With the exception of Joining and Possession, all mana powers can be used in the waking world.

Mana Feats: Mana feats are similar to mana powers in that they both require mana to use, but mana feats require much more dedication and training. Mana Feats can only be used in the Empyrean (unless the character has the Daydream class ability.) They are the direct result of the Dream-Walkers ability to convince his subconscious that he is in a dream. Beginning at level 4 and every even level thereafter, he gains a mana feat. There are two types of mana feats, common and advanced. For every advanced mana feat the character wishes to gain, the must possess two common mana feats.
Note: A character cannot take mana feats before attaining their fourth level in the Dream-Walker class, as they have not gained the mastery of their subconscious necessary to use this power. (For special rules on mana feats, see Dreamwalker Revised.)

Creativity: The creativity inherent to the dream-world bursts forth into reality. A Dream-Walker receives a bonus to Perform and Craft checks equal to half his class level (rounded down.)
Note: A Dream-Walker applies half this bonus to Wisdom based checks that deal with his mana powers.

Daydream: The Dream-Walker has spent so long in the realm of dreams that he is unsure of what is real and what is not; he doesn't even know if he is real anymore. Once per day, for one hour, a Dream-Walker can convince himself that he is truly dreaming. This allows him to use all of his mana feats and mana powers in the waking world. His limitations on mana usage are also dissolved, allowing him to use 20% of his mana total per turn, rather than just 10%. All alterations made are permenant. This includes created objects and creatures, as well as any alterations made to living things, and nonmagical inanimate objects. Activating this ability is a standard action that does not provoke attacks of opportunity.
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Last edited by Primal Fury : 10-31-2008 at 10:47 AM.
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Old 10-21-2008, 12:03 AM   Top  -  End  -  #2
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

Mana Powers
Spoiler


Common Mana Feats
Spoiler


Advanced Mana Feats
Spoiler
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Last edited by Primal Fury : 10-31-2008 at 10:43 AM.
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Old 10-21-2008, 03:45 PM   Top  -  End  -  #3
Human Paragon 3
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Default Re: New Base Class: The Dream-Walker [PEACH]

You'll have to post the mana feats and dream powers, I'm afraid. Otherwise, we have no idea what the class actually does.
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Old 10-21-2008, 04:42 PM   Top  -  End  -  #4
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

*GROAN* I know, I know.

I've just been busy as all crap lately. But I suppose I have some time tonight to at least get the common mana feats up. Maybe even a few powers.
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Old 10-21-2008, 05:14 PM   Top  -  End  -  #5
Lappy9000
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Default Re: New Base Class: The Dream-Walker [PEACH]

It would be....interesting to use this class in Eberron. I know I for one wouldn't wanna be walking around Dal Quor

Especially interesting would be a kalashtar dream walker.

Oh, and there's a typo in the level 16 Will Save section of the table.
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Old 10-21-2008, 06:06 PM   Top  -  End  -  #6
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

There. Got the common mana feats up. The rest of it will be up soon as well. And thank you for that Lappy, I was doing the table so quick I didn't notice.

As a sidenote, if anyone actually wants to use this in a fixed setting (such as Eberron) it's fairly easy to replace the Brood with your own dream monsters (such as the Quori).
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Old 10-21-2008, 07:09 PM   Top  -  End  -  #7
lord of kobolds
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Default Re: New Base Class: The Dream-Walker [PEACH]

Could a dreamwalker kill someone in their dreams? becausse until 20th level, they aren't going to be able to do it in the waking world.
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Old 10-21-2008, 07:49 PM   Top  -  End  -  #8
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

Oh. Sorry. Clarified that.
I could have sworn I made that clear.
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Old 10-21-2008, 08:13 PM   Top  -  End  -  #9
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

All mana powers, except Alteration, are up. That particular power took up almost 4 pages and has its own tables, so that one's gonna take a while.

No more posting for me tonight.
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Old 10-22-2008, 12:56 PM   Top  -  End  -  #10
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

Okay. Thats all the mana feats. Now, since Alteration was just to long to fit in with the other mana powers, it will need to go here.

Alteration
Spoiler


And that's it for the Dream-Walker! I sincerely hope don't get in trouble for putting this stuff up here. Now maybe I'll get some reviews.
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Old 10-24-2008, 05:37 PM   Top  -  End  -  #11
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

C'mon guys. I'm not trying to see if you guys like the class or not, just want to know if it needs some balancing. That's all.
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Old 10-24-2008, 06:02 PM   Top  -  End  -  #12
lord of kobolds
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Default Re: New Base Class: The Dream-Walker [PEACH]

Quote:
Originally Posted by Primal Fury View Post
Oh. Sorry. Clarified that.
I could have sworn I made that clear.
Admittedly, I did skim a bit...
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Old 10-24-2008, 08:54 PM   Top  -  End  -  #13
Lappy9000
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Default Re: New Base Class: The Dream-Walker [PEACH]

Quote:
Originally Posted by Primal Fury View Post
C'mon guys. I'm not trying to see if you guys like the class or not, just want to know if it needs some balancing. That's all.
Hey, give us a break, there's a ton of feats here, which means a ton of places where something could be potentially unbalanced. It's a great idea...there's just alot to work with.
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Old 10-24-2008, 09:33 PM   Top  -  End  -  #14
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

Hm. Hadn't considered that. Sorry for the jerkyness.

Though you are right, the balance is rather questionable, being able to have any feat you choose could be a bit much. But there are substantial limitations in the waking world to prevent that (hence the 10% mana rule). In order to use that particular ability they would need at least 150 mana points, and thats only if they meet the requirements for it, if not then thats 250 mana points. And the way I have the mana points set up now, theres a chance they won't even get that much before the epic levels.

Incidentally, I'm thinking of adding the wisdom modifier to points gained, that way the least they would get would be about... 80-90 points if they had a decent wisdom score.

And like I said before, if you have any questions on the mechanics, I'll look through Dreamwalker Revised. I'm not posting ALL of that... cuz it really is alot, and its not my material, so... yeah.

On a sidenote, you cannot be killed in a dreamworld. Unless its by a Dream-Stalker, which is an evil Dream-Walker PrC concept I'm rolling around in my head.
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Old 10-28-2008, 06:26 PM   Top  -  End  -  #15
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

Just a small update.

Moved the Reflexion template to the Crossing Over advanced mana feat, and added the wisdom modifier to the number of mana points gained.
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Old 10-31-2008, 09:44 AM   Top  -  End  -  #16
brujon
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Default Re: New Base Class: The Dream-Walker [PEACH]

Gain New Feat is incredibly broken. Once you have enough mana to be able to use it, you just sit and become pun-pun? Needs to go. You can gain 1 or 2 new feats per day, or more, or is there a rule on how many time you can sleep per day? Heck, you just have to visit your dream-world, doesn't say how much time you have to stay there, you can just take a 1 minute nap, replenish you mana, gain a feat, rinse and repeat. Same goes for increase skill. I think it needs balancing.
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Old 10-31-2008, 10:01 AM   Top  -  End  -  #17
brujon
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Default Re: New Base Class: The Dream-Walker [PEACH]

Better yet, is there a rule on how much time it takes for you to fall asleep, or you just declare "I'm going to take a nap, now..." if it's that way, it's just even more broken by RAW. You can just say that you wish to gain a feat that grants you the Scaly One subtype and then grant yourself manipulate form, which you use to make manipulate form permanent. Or any other kind of brokeness the player can think. It's even more broken the fact you can take a feat you're non-proficient with (even if you need at least 100 mana points to do so). Put in some restrictions, like you can only use it in the dream-world until you have day-dreaming or something like that...
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Old 10-31-2008, 10:06 AM   Top  -  End  -  #18
brujon
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Default Re: New Base Class: The Dream-Walker [PEACH]

Better yet, is there a rule on how much time it takes for you to fall asleep, or you just declare "I'm going to take a nap, now..." if it's that way, it's just even more broken by RAW. You can just say that you wish to gain a feat that grants you the Scaly One subtype and then grant yourself manipulate form, which you use to make manipulate form permanent. Or any other kind of brokeness the player can think. It's even more broken the fact you can take a feat you're non-proficient with (even if you need at least 100 mana points to do so). Put in some restrictions, like you can only use it in the dream-world until you have day-dreaming or something like that...
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Old 10-31-2008, 10:39 AM   Top  -  End  -  #19
Primal Fury
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Default Re: New Base Class: The Dream-Walker [PEACH]

First of all... I'm not sure if there even IS a feat that grants you the Scaley One subtype. And secondly, even if the character COULD take the Assume Supernatural Ability feat, theres no way they can actually use it since a dream-walker can't magically change their form until they get the Heart of the Beast mana feat.

Also, a dream-walker won't even be able to use those abilities until their epic level. Even if they have a wisdom of 18 at level 1, and roll ALL sixes for their mana points, that would only give them... around 200 mana points, which would STILL only allow them to gain feats they meet the requirements for. Now I know I'm not accounting for inceases in wisdom, but by that time they'll already have Daydream anyway.

EDIT: brujon had a point about the sleeping thing, so I required them to get a full nights rest in their own dream-world to regain all their mana points.

EDIT 2: Also had a point about Increase Skill, so I tweaked that too.
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Old 12-11-2008, 08:34 PM   Top  -  End  -  #20
pspahn
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Default Re: New Base Class: The Dream-Walker [PEACH]

Hey guys, just so you know, the entire Dreamwalker Revised supplement (including setting, feats, classes, etc.) is available here for free.

http://www.pigames.net/store/product...roducts_id=381

Just add to cart and proceed to checkout.

All the best,

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