Difference between revisions of "Dream Lord (3.5e Prestige Class)"
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{{author | {{author | ||
|author_name=Franken Kesey | |author_name=Franken Kesey | ||
− | |date_created= | + | |date_created=07/23/12 |
|status=Fin | |status=Fin | ||
|editing= | |editing= | ||
|balance=Very High}} | |balance=Very High}} | ||
{{3.5e Class Data | {{3.5e Class Data | ||
− | |minlevel= | + | |minlevel=4 |
− | |ability=Alternate Magic, Other | + | |ability=Alternate Magic, Prepared Spellcasting, Other |
− | |progression= | + | |progression=Full |
|align=lg, ng, cg, ln, n, cn, le, ne, ce}} | |align=lg, ng, cg, ln, n, cn, le, ne, ce}} | ||
[[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]] | [[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]] | ||
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While any race can become a lord, this path is mostly made up of [[SRD:Unbodied (Race)|Unbodied]], [[Succedaneum (3.5e Race)|Succedaneum]], [[Sentient Illusion (3.5e Race)|Sentient Illusions]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mahaari (3.5e Race)|Mahaari]], [[Kisalli (3.5e Race)|Kisalli]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]], and [[SRD:Planetouched—Aasimars (Race)|Aasimars]]. | While any race can become a lord, this path is mostly made up of [[SRD:Unbodied (Race)|Unbodied]], [[Succedaneum (3.5e Race)|Succedaneum]], [[Sentient Illusion (3.5e Race)|Sentient Illusions]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mahaari (3.5e Race)|Mahaari]], [[Kisalli (3.5e Race)|Kisalli]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]], and [[SRD:Planetouched—Aasimars (Race)|Aasimars]]. | ||
{{3.5e Prestige Class Prereqs | {{3.5e Prestige Class Prereqs | ||
− | |skills=7 ranks in [[SRD:Concentration Skill|concentration]] | + | |skills=7 ranks in [[SRD:Concentration Skill|concentration]], and 5 ranks in either [[SRD:Bluff Skill|bluff]] or [[SRD:Diplomacy Skill|diplomacy]] |
− | |spellcasting=Must be able to cast one | + | |spellcasting=Must be able to cast one 2nd-level [[SRD:Compulsion Subschool|compulsion]], and one 2nd-level [[SRD:Illusion School|illusion]] or [[SRD:Necromancy School|necromancy]] |
− | |feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in Concentration) | + | |feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in Concentration) |
|special=A trainee can be immune to sleep-effects, but cannot be sleepless. | |special=A trainee can be immune to sleep-effects, but cannot be sleepless. | ||
− | |special2=Training from a dream lord | + | |special2=Training from a dream lord.}} |
{{3.5e Class Simple | {{3.5e Class Simple | ||
|prestige=true | |prestige=true | ||
|classname=Dream Lord | |classname=Dream Lord | ||
|hitdie=4 | |hitdie=4 | ||
− | |length= | + | |length=10 |
|bab=Poor | |bab=Poor | ||
|fort=Poor | |fort=Poor | ||
|ref=Poor | |ref=Poor | ||
|will=Good | |will=Good | ||
− | |specialhead1= | + | |specialhead1=colspan="7"{{!}}[[#Lord Spells|Spells per Day]] |
− | |special1=[[#Modifier Alterations|Modifier Alterations]] | + | |specialhead2=1<sup>st</sup>{{!!}}2<sup>nd</sup>{{!!}}3<sup>rd</sup>{{!!}}4<sup>th</sup>{{!!}}5<sup>th</sup>{{!!}}6<sup>th</sup>{{!!}}7<sup>th</sup> |
− | |special2=[[# | + | |special1=[[#Modifier Alterations|Modifier Alterations]]{{!!}}6{{!!}}4{{!!}}—{{!!}}—{{!!}}—{{!!}}—{{!!}}— |
− | |special3=[[#Waking Visions|Waking Visions]] | + | |special2=[[#Crystal of Dreams|Crystal of Dreams]]{{!!}}6{{!!}}5{{!!}}3{{!!}}—{{!!}}—{{!!}}—{{!!}}— |
− | |special4=[[#Crown of Dreams|Crown of Dreams]]{{!!}} | + | |special3=[[#Waking Visions|Waking Visions]]{{!!}}6{{!!}}6{{!!}}4{{!!}}—{{!!}}—{{!!}}—{{!!}}— |
− | | | + | |special4=[[#Crown of Dreams|Crown of Dreams]]{{!!}}6{{!!}}6{{!!}}5{{!!}}3{{!!}}—{{!!}}—{{!!}}— |
− | | | + | |special5={{!!}}6{{!!}}6{{!!}}6{{!!}}4{{!!}}—{{!!}}—{{!!}}— |
+ | |special6= {{!!}}6{{!!}}6{{!!}}6{{!!}}5{{!!}}3{{!!}}—{{!!}}— | ||
+ | |special7=[[#Throne of Dreams|Throne of Dreams]]{{!!}}6{{!!}}6{{!!}}6{{!!}}6{{!!}}4{{!!}}—{{!!}}— | ||
+ | |special8= {{!!}}6{{!!}}6{{!!}}6{{!!}}6{{!!}}5{{!!}}3{{!!}}— | ||
+ | |special9= {{!!}}6{{!!}}6{{!!}}6{{!!}}6{{!!}}6{{!!}}4{{!!}}— | ||
+ | |special10=[[#Augmented Subtype|Augmented Subtype]]{{!!}}6{{!!}}6{{!!}}6{{!!}}6{{!!}}6{{!!}}5{{!!}}3 | ||
|skillpoints=6 | |skillpoints=6 | ||
− | |skills= | + | |skills=Bluff, Concentration, Craft (Alchemy), Diplomacy, Disguise, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (Arcana), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Perform, Sense Motive, Speak Language, Spellcraft, Use Magic Device}} |
===Class Features=== | ===Class Features=== | ||
'''Weapon and Armor Proficiency:''' Lords are proficient with [[SRD:Trident|tridents]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]], [[SRD:Light Crossbow|light crossbows]], [[SRD:Javelin|javelins]], [[SRD:Dart|darts]], [[SRD:Dagger|daggers]], and [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]]. | '''Weapon and Armor Proficiency:''' Lords are proficient with [[SRD:Trident|tridents]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]], [[SRD:Light Crossbow|light crossbows]], [[SRD:Javelin|javelins]], [[SRD:Dart|darts]], [[SRD:Dagger|daggers]], and [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]]. | ||
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'''{{Anchor|Modifier Alterations}}:''' A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves and concentration checks. A lord also has improved mental stamina, giving a bonus to concentration checks and Will save equal to 1/2 class level (rounded down). | '''{{Anchor|Modifier Alterations}}:''' A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves and concentration checks. A lord also has improved mental stamina, giving a bonus to concentration checks and Will save equal to 1/2 class level (rounded down). | ||
− | '''{{Anchor| | + | '''{{Anchor|Lord Spells}}:''' A lord casts arcane spells which are drawn from the [/Lord Spell List|lord spell list]]. A lord must choose and prepare his spells ahead of time (see below). |
− | + | To learn, prepare, or cast a spell, the lord must have an [[SRD:Charisma|Charisma]] score equal to at least 10+spell level. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a lord’s spell is 10+spell level+lord’s Charisma modifier. | |
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− | + | Like other spellcasters, a lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dream Lord. In addition, he receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if he has a high Charisma score. | |
− | + | Unlike a [[SRD:Bard|bard]] or [[SRD:Sorcerer|sorcerer]], a lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her [[#spellbooks|spellbook]]. While studying, the lord decides which spells to prepare. | |
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− | + | '''{{Anchor|Craft (Device)}} ([[Ex]]):''' A dream lord has a few devices he can manifest to aid in finding and influencing dreamers. Each device: requires a full-round action to manifest, another full-round action to use, is thoroughly unique (can only be used by the creator), and if outside of lord's possession for more than 24 hours dissipates into nothing. A lord may manifest only one item at a time, but can do so an unlimited amount of times per day. | |
− | + | ''{{Anchor|Crystal of Dreams}} ([[Ex]]):'' At 2nd level, a lord can manifest a crystal ball, which permits them to ''[[SRD:Scrying|scry]]''. | |
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− | At | + | ''{{Anchor|Crown of Dreams}} ([[Ex]]):'' At 4th level, can manifest a crown of dreams. The crown of dreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, creatures who are normally immune have a +4 bonus to resist. Creatures who are sleepless or without a wisdom or charisma score remain immune. One cannot wear a helmet nor have any other magical head gear while wearing the crown. |
− | At | + | ''{{Anchor|Throne of Dreams}} ([[Ex]]):'' At 7th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the ''[[SRD:Teleport|teleport]]'' spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the same plane as the sleeping creature. |
− | '''{{Anchor| | + | '''{{Anchor|Waking Visions}} ([[Su]]):''' At 3rd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This acts like a ''[[SRD:Summoning Subschool|summon]] [[SRD:Aberration Type|aberration]]'', except with a roll for power level. This take tremendous will; a lord must beat a Will save (DC=total creature CR) to call monsters. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d8 points of damage and becoming [[SRD:Fatigued|fatigued]]; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall [[SRD:Unconscious|unconscious]] for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like [[SRD:Shadow Subschool|shadow spells]]). Monsters have a minimum duration of five minutes; each minute after, a lord must beat a (DC 10+3/minute after) Concentration check to maintain the vision. Monsters have a “friendly” disposition to the lord, but are not in fact under the lord’s control. |
− | + | At 6th level, the DC to call monsters changes to 1/2 total HD, and the DC to maintain the monsters changes to 5+1/minute after. Further the monsters are 40% real and under the lord's control like an [[SRD:Druid's Animal Companion|Druid's Animal Companion]]. | |
− | + | At 8th level, a lord can add 1/2 class level (round down) to all waking vision rolls. The visons become 50% real, and the DC to maintain changes to 5+1/5 minutes after. | |
− | + | '''{{Anchor|Augmented Subtype}}:''' At 10th level, lord gains [[Dreamborn (3.5e Subtype)|dreamborn]] as an augmented subtype. A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the [[Emerald Sun (3.5e Campaign Setting)|Lovecraft Campaign]].) | |
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− | '''{{Anchor|Augmented Subtype}}:''' At | ||
===Ex-Dream Lord=== | ===Ex-Dream Lord=== | ||
There is no such thing as an ex-lord; once one goes down this road, they are forever marked. | There is no such thing as an ex-lord; once one goes down this road, they are forever marked. | ||
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{|class="zebra d20" | {|class="zebra d20" | ||
|+[[SRD:Knowledge Skill|Knowledge (Arcana)]] | |+[[SRD:Knowledge Skill|Knowledge (Arcana)]] | ||
− | !DC | + | !DC{{!!}}class="left"|Result |
|- | |- | ||
− | | | + | |5{{!!}}class="left"|Dream Lords are very charming and diplomatic. |
|- | |- | ||
− | | | + | |10{{!!}}class="left"|Dream Lords can enter into other’s dreams. |
|- | |- | ||
− | | | + | |15{{!!}}class="left"|Dream Lords are Moral Warriors, redefining the principles of their enemies. |
|- | |- | ||
− | | | + | |25{{!!}}class="left"|Specific info on a lord. |
|} | |} | ||
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{{3.5e Prestige Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Prestige Class]] | {{3.5e Prestige Classes Breadcrumb}} [[Category:3.5e]] [[Category:User]] [[Category:Class]] [[Category:Prestige Class]] |
Revision as of 15:54, 29 March 2019
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4
Alternate Magic, Prepared Spellcasting, Other
Full
Contents
Dream Lord
“ | What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there. | ” |
—Iris, Sentient Illusion Dream Lord |
The masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.
Dream Lord are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most lords either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.
A lord is generally weaker in the company of another lord (lords have many abilities to negate each other). Yet, on occasion, some lords will form alliances to change morality in larger areas.
Becoming a Dream Lord
Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation. Intelligence and Wisdom are useful for skills; Constitution enhances one’s concentration skill (a very important skill for this class); Strength and Dexterity are useful for the typical reasons, but neither modifies class abilities.
Bards are perhaps the quickest to think of ranking in this class; yet a Wizard, Sorcerer, or Cleric based lord is always going to be more powerful. The Witch, Sylvan Occultist, Paladette, Paladin, High Priest, Blackguard, Bishop, and Assassin are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in Viveka Spectre, Tormentor, Stranger with the Burning Eyes, Soulbinder, Schismsoul, Overmind, Hierophant, Celestial Beacon, or Barrister of the Nine after taking this class.
While any race can become a lord, this path is mostly made up of Unbodied, Succedaneum, Sentient Illusions, Mousa, Microforged Conglomerate, Mahaari, Kisalli, Eldritch Horrors, Archon Hounds, and Aasimars.
Skills: | 7 ranks in concentration, and 5 ranks in either bluff or diplomacy. |
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Feats: | Iron Will, Skill Focus (in Concentration). |
Spellcasting: | Must be able to cast one 2nd-level compulsion, and one 2nd-level illusion or necromancy. |
Special: | A trainee can be immune to sleep-effects, but cannot be sleepless. |
Special: | Training from a dream lord. |
Level | Base Attack Bonus |
Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | ||||||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | Modifier Alterations | 6 | 4 | — | — | — | — | — | |||||||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Crystal of Dreams | 6 | 5 | 3 | — | — | — | — | |||||||||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | Waking Visions | 6 | 6 | 4 | — | — | — | — | |||||||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Crown of Dreams | 6 | 6 | 5 | 3 | — | — | — | |||||||||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | 6 | 6 | 6 | 4 | — | — | — | ||||||||||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | 6 | 6 | 6 | 5 | 3 | — | — | ||||||||||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | Throne of Dreams | 6 | 6 | 6 | 6 | 4 | — | — | |||||||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | 6 | 6 | 6 | 6 | 5 | 3 | — | ||||||||||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | 6 | 6 | 6 | 6 | 6 | 4 | — | ||||||||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Augmented Subtype | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level) |
Class Features
Weapon and Armor Proficiency: Lords are proficient with tridents, throwing axes, light hammers, light crossbows, javelins, darts, daggers, and light armor, but not with shields.
Modifier Alterations: A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves and concentration checks. A lord also has improved mental stamina, giving a bonus to concentration checks and Will save equal to 1/2 class level (rounded down).
Lord Spells: A lord casts arcane spells which are drawn from the [/Lord Spell List|lord spell list]]. A lord must choose and prepare his spells ahead of time (see below).
To learn, prepare, or cast a spell, the lord must have an Charisma score equal to at least 10+spell level. The Difficulty Class for a saving throw against a lord’s spell is 10+spell level+lord’s Charisma modifier.
Like other spellcasters, a lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dream Lord. In addition, he receives bonus spells per day if he has a high Charisma score.
Unlike a bard or sorcerer, a lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the lord decides which spells to prepare.
Craft (Device) (Ex): A dream lord has a few devices he can manifest to aid in finding and influencing dreamers. Each device: requires a full-round action to manifest, another full-round action to use, is thoroughly unique (can only be used by the creator), and if outside of lord's possession for more than 24 hours dissipates into nothing. A lord may manifest only one item at a time, but can do so an unlimited amount of times per day.
Crystal of Dreams (Ex): At 2nd level, a lord can manifest a crystal ball, which permits them to scry.
Crown of Dreams (Ex): At 4th level, can manifest a crown of dreams. The crown of dreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, creatures who are normally immune have a +4 bonus to resist. Creatures who are sleepless or without a wisdom or charisma score remain immune. One cannot wear a helmet nor have any other magical head gear while wearing the crown.
Throne of Dreams (Ex): At 7th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the teleport spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the same plane as the sleeping creature.
Waking Visions (Su): At 3rd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This acts like a summon aberration, except with a roll for power level. This take tremendous will; a lord must beat a Will save (DC=total creature CR) to call monsters. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d8 points of damage and becoming fatigued; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall unconscious for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like shadow spells). Monsters have a minimum duration of five minutes; each minute after, a lord must beat a (DC 10+3/minute after) Concentration check to maintain the vision. Monsters have a “friendly” disposition to the lord, but are not in fact under the lord’s control.
At 6th level, the DC to call monsters changes to 1/2 total HD, and the DC to maintain the monsters changes to 5+1/minute after. Further the monsters are 40% real and under the lord's control like an Druid's Animal Companion.
At 8th level, a lord can add 1/2 class level (round down) to all waking vision rolls. The visons become 50% real, and the DC to maintain changes to 5+1/5 minutes after.
Augmented Subtype: At 10th level, lord gains dreamborn as an augmented subtype. A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the Lovecraft Campaign.)
Ex-Dream Lord
There is no such thing as an ex-lord; once one goes down this road, they are forever marked.
Dream Lord Lore
“ | Infect the hearts and minds of others and you will turn your enemies into friends. | ” |
—Valentine, Mahaari Dream Lord |
Characters with ranks in Knowledge (Arcana) can research lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
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5 | Dream Lords are very charming and diplomatic. |
10 | Dream Lords can enter into other’s dreams. |
15 | Dream Lords are Moral Warriors, redefining the principles of their enemies. |
25 | Specific info on a lord. |
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
Article Balance | Very High + |
Author | Franken Kesey + |
Base Attack Bonus Progression | Poor + |
Class Ability | Alternate Magic +, Prepared Spellcasting + and Other + |
Class Ability Progression | Full + |
Fortitude Save Progression | Poor + |
Identifier | 3.5e Prestige Class + |
Length | 10 + |
Minimum Level | 4 + |
Rated By | Qwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo + |
Rating | Rated 3 / 4 + |
Reflex Save Progression | Poor + |
Skill | Bluff +, Concentration +, Craft +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Knowledge +, Perform +, Sense Motive +, Speak Language +, Spellcraft + and Use Magic Device + |
Skill Points | 6 + |
Summary | The masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. + |
Title | Dream Lord + |
Will Save Progression | Good + |