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{{Help Wanted|Dream Mechanics}}
 
 
 
{{author
 
{{author
 +
|adopter=The-Marksman
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
|date_created=7/23/12
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|date_created=07/23/12
|status=Zechariah
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|status=Fin
 
|editing=
 
|editing=
|balance=High
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|balance=High}}
}}<div class="blank">
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{{3.5e Class Data
 
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|minlevel=5
[[Length::5]]
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|ability=Alternate Magic, Prepared Arcane Spellcasting, Other
[[Minimum Level::8]]
+
|progression=Partial
[[Base Attack Bonus Progression::None]]
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|align=lg, ng, cg, ln, n, cn, le, ne, ce}}
[[Fortitude Save Progression::Poor]]
+
[[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]]
[[Reflex Save Progression::Poor]]
+
==Dream Lord==
[[Will Save Progression::Other]]
 
[[Class Ability::Arcane Spellcasting
 
|Class Ability=Spontaneous Spellcasting
 
|Class Ability=Alternate Magic
 
|Class Ability=Other]]
 
[[Class Ability Progression::Other]]
 
 
 
[[Allowed Alignments::Lawful Neutral]]
 
[[Allowed Alignments::Lawful Evil]]
 
[[Allowed Alignments::Neutral]]
 
[[Allowed Alignments::Neutral Evil]]
 
[[Allowed Alignments::Chaotic Neutral]]
 
[[Allowed Alignments::Chaotic Evil]]
 
</div>
 
 
 
[[File:Mansarali.jpg|thumb|right|475px|A dream sage pulling in its victims.]]  
 
 
 
==Dream Sage==
 
 
 
 
{{quote
 
{{quote
|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.  
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|''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.''
|orig=Crystal, [[Sentient Illusion (3.5e Race)|Sentient Illusion]] Dream Sage
+
|orig=Iris, [[Sentient Illusion (3.5e Race)|Sentient Illusion]] Dream Lord}}
}}
+
[[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.]] While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.
  
===Becoming a Dream Sage===
+
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.
  
[[Summary::Dream sage are the masters of sleep and distillers of Fear, warping the dreams of others.]] Wisdom is the major ability of this class – if this is not ridiculous, you may want to rethink your character creation. Intelligence and charisma are useful for skills; one should have medium dexterity and constitution scores to better protect oneself; strength is never used in this class.  
+
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.
  
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
+
[[SRD:Bard|Bards]] are perhaps the quickest to think of ranking in this class; yet a [[SRD:Wizard|Wizard]], [[SRD:Sorcerer|Sorcerer]], or [[SRD:Cleric|Cleric]] based lord is always going to be more powerful. The [[Witch (3.5e Class)|Witch]], [[Sylvan Occultist (3.5e Class)|Sylvan Occultist]], [[Paladette (3.5e Class)|Paladette]], [[High Priest (3.5e Class)|High Priest]] and [[Bewitcher (3.5e Class)|Bewitcher]] are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in [[Tormentor (3.5e Prestige Class)|Tormentor]], [[Stranger with the Burning Eyes (3.5e Prestige Class)|Stranger with the Burning Eyes]], [[Soulbinder (3.5e Prestige Class)|Soulbinder]], [[Schismsoul (3.5e Prestige Class)|Schismsoul]], [[Overmind (3.5e Prestige Class)|Overmind]], [[SRD:Hierophant|Hierophant]], [[Celestial Beacon (3.5e Prestige Class)|Celestial Beacon]], or [[Barrister of the Nine (3.5e Prestige Class)|Barrister of the Nine]] or [[SRD:Assassin|Assassin]] after taking this class.
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
! Skills:
 
| 11 ranks in concentration and a social skill (bluff, diplomacy, or intimidate), and 8 ranks in knowledge (religion).
 
|-
 
! Spellcasting:
 
| Must be able to cast ''[[SRD:Deep Slumber|deep slumber]]'' and two 3rd level [[SRD:Illusion School|illusions]].
 
|-
 
! Spellcasting:
 
| Six spellcasting levels (can be from a combination of classes).
 
|-
 
! Special:
 
| Training from a dream sage.
 
|}
 
  
{| class="zebra d20"
+
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]], [[Octoxeno (3.5e Race)|Octoxeno]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mahaari (3.5e Race)|Mahaari]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]] and [[SRD:Planetouched—Aasimars (Race)|Aasimars]].
|+ <div>{{Anchor|Table: The Dream Sage}}</div>
+
{{3.5e Prestige Class Prereqs
<p>Hit Die: d4</p>
+
|skills=8 ranks in [[SRD:Concentration Skill|concentration]], and 4 ranks in either [[SRD:Bluff Skill|bluff]] or [[SRD:Diplomacy Skill|diplomacy]]
|-
+
|spellcasting=Must be able to cast a 2nd-level [[SRD:Illusion School|illusion]] and [[SRD:Compulsion Subschool|compulsion]]
! rowspan="2" | Level
+
|feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in Concentration)
! rowspan="2" | [[#Wisdom Bonus|Wisdom Bonus]]
+
|special=A trainee can be immune to sleep-effects, but cannot be sleepless.
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
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|special2=Training from a dream lord.}}
! rowspan="2" | Special
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{{3.5e Class Simple
! colspan="5" | [[#Spells|Spells per Day]]<!--Sorcerer 11-15-->
+
|prestige=true
|-
+
|classname=Dream Lord
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
+
|hitdie=4
!3rd||4th||5th||6th||7th
+
|length=5
|-
+
|bab=Poor
|1st||+2||+0||+0||+2
+
|fort=Poor
| class="left" |[[#Dream Pool|Dream Pool]], [[#Craft (Sedative)|Craft]] (Sedative), [[#Sending|Sending]]
+
|ref=Poor
|6||6||4||—||—
+
|will=Good
|-  
+
|specialhead1=colspan="5"{{!}}[[#Lord Spells|Spells per Day]]
|2nd||+3||+0 ||+0||+4
+
|specialhead2=1<sup>st</sup>{{!!}}2<sup>nd</sup>{{!!}}3<sup>rd</sup>{{!!}}4<sup>th</sup>{{!!}}5<sup>th</sup>
| class="left" | [[#Crystal of Dreams|Crystal of Dreams]]
+
|special1=[[#Crystal of Dreams|Crystal of Dreams]]{{!!}}3{{!!}}3{{!!}}2{{!!}}—{{!!}}—
|6||6||5||3||—
+
|special2=[[#Waking Nightmares|Waking Nightmares]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}3{{!!}}2{{!!}}1{{!!}}
|-
+
|special3=[[#Crown of Dreams|Crown of Dreams]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}3{{!!}}3{{!!}}2{{!!}}
|3rd||+4||+1||+1||+5
+
|special4=[[#Throne of Dreams|Throne of Dreams]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}4{{!!}}3{{!!}}2{{!!}}1
| class="left" |
+
|special5=[[#Augmented Subtype|Augmented Subtype]]{{!!}}4{{!!}}4{{!!}}3{{!!}}3{{!!}}2
|6||6||6||4||—
+
|skillpoints=4
|-
+
|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}}
|4th||+5||+1||+1||+7
 
| class="left" | [[#Crown of Dreams|Crown of Dreams]]
 
|6||6||6||5||3
 
|-
 
|5th||+6||+1||+1||+8
 
| class="left" | [[#Throne of Dreams|Throne of Dreams]]
 
|6||6||6||6||4
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level).'''<br/>
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),  
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),  
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]), 
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}}(Arcana, Local, Nobility, Psionics, Religion) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]), 
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None)
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]).
 
|}
 
  
===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:''' A sage is proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus the [[SRD:Light Hammer|light hammer]], [[SRD:Shortbow|shortbow]], [[SRD:Throwing Axe|throwing axe]], and [[SRD:Trident|trident]]. Dream Sages are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].  
+
'''{{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).
  
'''{{Anchor|Spells}}:''' A sage casts divine spells, which are drawn from the '''[[/Sage Spell List|sage spell list]]'''. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).
+
To learn, prepare, or cast a spell, the lord must have a [[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.
  
To learn or cast a spell, a sage must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sage’s spell is 10 + the spell level + the sage’s [[SRD:Wisdom|Wisdom]] 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 [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if he has a high Charisma score.
  
Like other spellcasters, a sage can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Dream Sage. In addition, they receive bonus spells per day if they have a high [[SRD:Wisdom|Wisdom]] 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.
  
A sage’s selection of spells is extremely limited. A sage begins play knowing four 3rd-level spells, three 4th-level spells, and two 5th-level spells of your choice. At each new sage level, you gains one or more new spells, as indicated on Table: Dream Sage Spells Known. (Unlike spells per day, the number of spells a sage knows is not affected by a high [[SRD:Wisdom|Wisdom]] score; the numbers on Table: Dream Sage Spells Known are fixed.) These new spells can be common spells chosen from the sage spell list, or they can be unusual spells that the sage has gained some understanding of by study. The sage can’t use this method of spell acquisition to learn spells at a faster rate, however.
+
'''{{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.
  
At 3rd and 5th level, a sage can choose to learn a new spell in place of one they already know. In effect, the sage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sage spell the sage can cast. A sage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
+
''{{Anchor|Crystal of Dreams}} ([[Ex]]):'' At 1st level, a lord can manifest a crystal ball, which permits him to ''[[SRD:Scrying|scry]]''.
  
Unlike a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a sage need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells to cast.
+
''{{Anchor|Crown of Dreams}} ([[Ex]]):'' At 3th 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.
  
{|  class="zebra d20"
+
''{{Anchor|Throne of Dreams}} ([[Ex]]):'' At 4th 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|Table: Dream Sage Spells Known}}
 
|-
 
! rowspan="2" | Level || colspan="5" | Spells Known<!--Sorcerer 11-15 (+1 at 3rd)-->
 
|-
 
!3rd||4th||5th||6th||7th
 
|-
 
|1st||4||3||2||—||—
 
|-
 
|2nd||4||3||2||1||—
 
|-
 
|3rd||5||5||4||3||—
 
|-
 
|4th||5||5||4||3||1
 
|-
 
|5th||5||5||5||4||2
 
|}
 
  
'''{{Anchor|Dream Pool}}:''' Manipulating a dream requires a sage’s dream pool, which is equal to their Wisdom Modifier+Character Level+10. The final modifier increases by 10 at 3rd and 5th level (for a total of 30). Most of the abilities herein tax the dream pool (limiting the maximum points in the pool), while the completion of a sending recharges the dream pool (after the sending is complete). The result is that one may have a slightly lower dream pool at the beginning of a sending, but regain the dream points afterwards. (Some abilities have “DP” as a modifier; this is a dream point.)
+
'''{{Anchor|Waking Nightmares}} ([[Su]]):''' At 2nd 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. A lord can summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d6 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 one minute; each minute after, a lord must beat a (DC 10+2/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.
  
When asleep, a sage may attempt to recharge their dream pool with a DC 35 autohypnosis check (instead of waiting for the natural recharge).
+
At 4th level, a lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and under the lord's control like an [[SRD:Druid's Animal Companion|animal companion]].
  
'''{{Anchor|Craft (Sedative)}}:''' A sage is learned in the many manners to medically induce sleep. The below effects force sleep with greater intensity than most are able to; this allows one to put creatures that are immune to sleep or are sleepless into a deep meditation (which is treated the same as sleep for the purposes of this page). However, creatures that are mindless or have strange physiology are immune to the below effects.
+
'''{{Anchor|Feature Advancement}}:''' At 2nd, 3rd, and 4th levels, a lord gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.
  
''{{Anchor|Sleep Incense}} ([[Ex]]):'' a sage may create an incense that, once burned, makes 2HD/DP fall asleep (opposed will save negates); this has an area effect of 25 feet, and lasts for 5 minutes/DP. A sage is immune to this effect, and may shield one ally for every level in this class (5 at 5th). This taxes the dream pool (by 1 per 2HD put to sleep), and may be done three times per day.
+
A lord can choose, in place of gaining features of a previous class, to instead gain a bonus [[SRD:Feats|feat]].
 
 
''{{Anchor|Sleep Tincture}} ([[Ex]]):'' At 3rd level, a sage may create a tranquilizer, which makes 4HD/DP fall asleep (opposed will save negates), on ingestion or injury (treat as poison if placed on weapon), for 10 minutes/DP. This taxes the dream pool (by 1 per 4HD put to sleep), and may be done twice per day.
 
 
 
'''{{Anchor|Sending}}:''' A sage’s keystone abilities relate to manipulating dreams. A sage dream has some marked differences from an ordinary dream. First, physical and magical effects and items do not transfer into the real world; only mental effects and divine interventions can carry over. The dreams induced by this class are lucid, not faltering to memory lapses of an ordinary dream. A subject of a sending must, of course, be sleeping on the same plane as the sage, and the sage must know the dreamer’s full name and exact position (if more than one with the same name is at the same location, it will only affect the one desired). For details on the logistics of sendings see [[#Into the Dream|Into the Dream]] below.
 
 
 
A sending '''can''' affect those who are immune to sleep effects or are sleepless (when put to sleep by a dream sage sedative), but they have an added +5 to resist the initial will save (see below). Mindless creatures are immune to dreams created by this class. A Sending is not considered to be evil for the purposes of ''[[SRD:Protection from Evil|protect from evil]]'' or similar spells (''[[SRD:Dispel Evil|dispel evil]], [[SRD:Magic Circle against Evil|magic circle against evil]]''). But ''[[SRD:Break Enchantment|break enchantment]]'' can dispel a sending, if the caster beats the sage’s opposed will save after casting.
 
 
 
<span style="color:Green; ">A sending cannot be done more than once every two sessions!</span>
 
 
 
'''{{Anchor|Wisdom Bonus}}:''' Sages do not receive a BAB from this class; instead, they get a wisdom bonus. The bonuses above denote total wisdom gained from this class (does not stack).
 
 
 
'''{{Anchor|Crystal of Dreams}} ([[Ex]]):''' Dream sages possess a crystal ball that allows them to find their subjects much more easily. A sage may find a creature within one mile per DP expended that they have either seen up close, or have a personal article of.  The crystal is foiled by ''[[SRD:Mislead|mislead]]'', ''[[SRD:Polymorph (Spell)|polymorph]]'' and lead. This taxes the dream pool (by 1 per DP used), and may be done four times per day.
 
 
 
'''{{Anchor|Crown of Dreams}} ([[Ex]]):''' After much study and experiment on teleporting to subjects (to instill a dream), sages can manufacture a crown of dreams. The sage may teleport to any  dreaming creature that he/she has found with the Crystal of Dreams in the last month. This is always considered a success. A sage cannot bring other creatures or more than a medium load, and the sage is instantly transported back one hour later (one can teleport back prematurely). This has no range, but can only be done to creatures that are in the same plane. This taxes the dream pool (by 7DP), and may be done three times per day.
 
 
 
'''{{Anchor|Throne of Dreams}} ([[Ex]]):''' The abilities of the throne activate whenever a creature the sage has given a sending to does a major crime. Base thievery, brawling, vandalism, forgery, dishonesty, and the like are not criminal enough to be detected by the throne. The sage learns about who did the crime, where it was done, and gets mental pictures of the crime scene. However, a sage does not receive info on interrelated parties (i.e. partners in crime) or details on why it was done (just the confirmable facts). The sage must be on the throne during the crime for it to be activated. This does not tax the dream pool, and is an automatic ability (at will but does not need to be activated by the sage).
 
 
 
The throne’s main ability is imparting curses on evildoers. A sage may curse an evildoer (that exists somewhere on the same plane) that the throne has made the sage aware of in the last month. (A sage may not curse creatures who they know to have done evil but did not find out about through the throne.) The evildoer must roll an opposed Will save or be cursed by either: [[SRD:Disease#Cackle Fever|Cackle Fever]], [[Cicada Rabies (3.5e Disease)|Cicada Rabies]], [[SRD:Disease#Mindfire|Mindfire]], or [[Moon Madness (3.5e Disease)|Moon Madness]] (sage’s choice). This is instead of the typical DC check. Abilities that change a subject physically (disguise, change shape, etc.  – but not anti-divination) hide them from being detected for uses of only this part of the feature. This taxes the dream pool (by 2 per HD of the cursed creature), and may be done once per day.
 
 
 
The throne can be teleported when using the crown (for no extra cost); when doing so, most restrictions of the crown apply, the exceptions being: a sage may remain for up to eight hours; and the weight limit changes to a volume limit of eight cubic feet.   
 
 
 
The throne only appears when the sage wishes it (making it unnecessary for a barbarian or horse to always carry it around). The sage chooses its shape and material composition at 5th level; this cannot be changed. It takes a full-round action to materialize or dematerialize the throne.
 
 
 
===Into the Dream===
 
A dream can be broken down into five parts: 1) creating the dream (this is when you set up the environment, features and creatures of the dream); 2) will save against the subject(s); 3) subjects’ tactical stage (a 1-10 minute period where the dreamer(s) act); 4) sage’s tactical stage (a 2-12 minute period where the sage activates the dream); 5) subjects’ tactical response (a 1-2 minute period where the dreamer(s) react).
 
 
 
<span style="color:Green; ">While most sages use sendings to find allies, stow confusion, or turn enemies, some sages are inclined to cast sendings on their own party members. Should a sage wish to do so, they can never create a dream that only involves other players; they must always engage at least one NPC or plot-related character into the dream (so as to always include the GM)!</span>
 
 
 
====Stage 1====
 
The sage first sets up the dream.
 
 
 
'''{{Anchor|Environment}}:''' the environment is decided and paid for in the first stage, as the first part of the first stage.
 
*No Environments: a sage can place the dream in a blank environment, covered in complete whiteness, for no price to the dream pool (making the dream less believable).
 
*Basic Environments: a sage may select one of the following as the dream’s main environment for 2 dream points: desert, forest, hilly plains, or mountain.
 
*Advanced Environments: a sage may select one of the following as the dream’s main environment for 5 dream points: aquatic, dungeon, marsh, or ruin.
 
 
 
'''{{Anchor|Features}}:''' the features are decided and paid for in the first stage, as the second part of the first stage. (A drawn map will help a lot.)
 
*Basic Features: basic features cost 2 dream points each. They include: campfire, 2d3 flora (non-rare), [[SRD:Tiny Hut|hut]], rope bridge, and trail.
 
*Moderate Features: moderate features cost 5 dream points each. They include: [[SRD:Secure Shelter|Cottage]], Flora(rare), Small Pool, Statue, Strong Bridge, Trap, and Wall.
 
*Greater Features: greater features cost 8 dream points each. They include: Lava River, [[SRD:Mage's Magnificent Mansion|Mansion]], [[SRD:Maze|Maze]], Tower, and the ability to control weather (treat like the [[SRD:Control Weather|spell]]).
 
 
 
'''{{Anchor|Creatures}}:''' the creatures are decided and paid for in the first stage, as the final part of the first stage.
 
*Simple Creatures: basic creatures cost 2 dream points per CR. They include: [[SRD:Animal Type|Animal]], [[SRD:Elemental Type|Elemental]], [[SRD:Giant Type|Giant]], [[SRD:Humanoid Type|Humanoid]], [[SRD:Ooze Type|Ooze]], and [[SRD:Vermin Type|Vermin]].
 
*Moderate Creatures: moderate creatures cost 4 dream points per CR. They include: [[SRD:Aberration Type|Aberration]], [[SRD:Construct Type|Construct]], [[SRD:Dragon Type|Dragon]], [[SRD:Monstrous Humanoid Type|Monstrous Humanoid]], and [[SRD:Plant Type|Plant]].
 
*Complex Creatures: complex creatures cost 6 dream points per CR. They include: [[SRD:Fey Type|Fey]], [[SRD:Magical Beast Type|Magical Beast]], [[SRD:Outsider Type|Outsider]], and [[SRD:Undead Type|Undead]]. If a creature has multiple types, the cost depends on the most advanced type.
 
 
 
====Stage 2====
 
To enter a dream, the sage must beat the subjects' will save by at least five points (this is called the initial will save). (And, of course, the subject must be sleeping.) When a sage succeeds at the initial will save, they may decide to add more subjects to the dream. To add subjects, the sage must succeed against the subjects’ will, with 5 points added to the DC for every subject after the first. On failure, the sage brings in all previous successes and begins the dream’s third stage.
 
 
 
====Stage 3====
 
The 3rd stage is composed of the subjects’ actions, simply with an alternative GM. The subjects get a pathfinder round to handle the dream as they wish (more likely than not, they will not know that they are dreaming). After the round completes, it transfers to the dream sage’s turn.
 
 
 
====Stage 4====
 
In the fourth stage, the sage may act in an avatar form (they could have interacted with the subject(s) via creatures, traps, and features in the previous round). The avatar is generically of their type and class, but equipment of any sort (that the sage has seen) can be added to their person at no cost. The sage has a pathfinder round and an action round that may be used in this period.
 
 
 
'''{{Anchor|Avatar}}:'''
 
*Creature Type: At 4th level, a sage can change their avatar’s features into a different individual of their species, by selecting their species; or a different species from the following list: [[SRD:Animal Type|Animal]], [[SRD:Elemental Type|Elemental]], [[SRD:Giant Type|Giant]], [[SRD:Humanoid Type|Humanoid]], [[SRD:Ooze Type|Ooze]], or [[SRD:Vermin Type|Vermin]] at the cost of 5 dream points. This lasts for the duration of the dream. The sage gains ½ of all the creature’s special abilities (sage’s choice); noting that the dream is of the sage’s creation, this cannot be seen through via true seeing or the like on the part of the subjects. At 7th level, a sage may additionally change into one of the following types, at the cost of 7 dream points: [[SRD:Aberration Type|Aberration]], [[SRD:Construct Type|Construct]], [[SRD:Dragon Type|Dragon]], [[SRD:Monstrous Humanoid Type|Monstrous Humanoid]], or [[SRD:Plant Type|Plant]]. At 10th level, a sage may additionally change into one of the following types, at the cost of 10 dream points: [[SRD:Fey Type|Fey]], [[SRD:Magical Beast Type|Magical Beast]], [[SRD:Outsider Type|Outsider]], or [[SRD:Undead Type|Undead]].
 
 
 
====Stage 5====
 
The 5th stage is composed of the subjects’ action round, (a response to the sages’ rounds). After the completion of stage five, the dreamers awaken to where they were before the dream, with full memory of what occurred therein.
 
 
 
<span style="color:Green; ">A dream should consist of a 4-24 minute period (depending on party) in game time (not real time) - not taking up the whole session. Remember that it cannot be done more than once every two sessions.</span>
 
 
 
===Ex-Dream Sage===
 
 
 
There is no such thing as an ex-sage; once one goes down this road, they are forever marked.
 
 
 
===Campaign Information===
 
 
 
====Playing a Dream Sage====
 
 
 
Dream Sage 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.
 
 
 
'''Combat:''' Most sages either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.
 
 
 
'''Advancement:''' The options for advancing this class are limitless. Adding a psychic class works well; a sage who multiclasses in a cajoling or charm focused class loses no experience to multiclassing.
 
 
'''Resources:''' Most sages try to stay away from each other – due to their abilities to negate each other’s sendings. On occasion, some sages will form alliances to change morality in larger areas.
 
 
 
'''Common Races:''' While anyone can become a dream sage, this path is mostly made up of [[SRD:Doppelgangers (Race)|Doppelgangers]], [[Eldritch Horror (3.5e Race)|Eldritch Horror]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mousa (3.5e Race)|Mousa]], [[SRD:Rakshasas (Race)|Rakshasas]], and [[Sentient Illusion (3.5e Race)|Sentient Illusions]].
 
 
 
====Dream Sage in the World====
 
  
 +
'''{{Anchor|Augmented Subtype}}:''' At 5th 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]].)
 +
===Dream Lord Lore===
 
{{quote
 
{{quote
|I know what you're thinking, I know how to twist you and turn you; but what I do not know is, why you fight back.
+
|Infect the hearts and minds of others and you will turn your enemies into friends.  
|orig=Webster, [[The Ortal (3.5e Race)|Ortal]] Dream Sage
+
|orig=[[Valentine (3.5e NPC)|Valentine]], [[Mahaari (3.5e Race)|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.
 
+
{|class="zebra d20"
'''NPC Reactions:''' Many fear the manipulative powers of sages... or at least until they meet one. Becoming cooed into how benign and victimized sages really are.
+
|+[[SRD:Knowledge Skill|Knowledge (Arcana)]]
 
+
!DC{{!!}}class="left"|Result
==== Dream Sage Lore ====
+
|-
 
+
|5{{!!}}class="left"|Dream Lords are very charming and diplomatic.
Characters with ranks in Knowledge (Religion) can research sages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
|-
 
+
|10{{!!}}class="left"|Dream Lords can enter into other’s dreams.
{| class="{{d20}}"
+
|-
|+ Knowledge (Religion)
+
|15{{!!}}class="left"|Dream Lords are Moral Warriors, redefining the principles of their enemies.  
! DC || class="left" | Result
+
|-
|- class="{{Odd-Even|{{#var:odd}}}}"
+
|25{{!!}}class="left"|Specific info on a lord.
| 9 || class="left" | Dream sages are very charming and diplomatic.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 18 || class="left" | Dream sages can enter into others’ dreams.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 27 || class="left" | Dream sages can become a pseudo-conscience, redefining the morals of their enemies.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 36 || class="left" | Specific info on a dream sage.
 
 
|}
 
|}
 
 
 
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Latest revision as of 21:26, 7 July 2019

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Adopter: The-Marksman (talk)
Original Author: Franken Kesey (talk)
Date Created: 07/23/12
Status: Fin
Editing: Clarity edits only please
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5



Alternate Magic, Prepared Arcane Spellcasting, Other Partial

A dream lord pulling in subjects.

Dream Lord[edit]

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[edit]

Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation.

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, High Priest and Bewitcher are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in Tormentor, Stranger with the Burning Eyes, Soulbinder, Schismsoul, Overmind, Hierophant, Celestial Beacon, or Barrister of the Nine or Assassin after taking this class.

While any race can become a lord, this path is mostly made up of Unbodied, Succedaneum, Sentient Illusions, Octoxeno, Mousa, Microforged Conglomerate, Mahaari, Eldritch Horrors, Archon Hounds and Aasimars.

Entry Requirements  
Skills: 8 ranks in concentration, and 4 ranks in either bluff or diplomacy
Feats: Iron Will, Skill Focus (in Concentration). 
Spellcasting: Must be able to cast a 2nd-level illusion and compulsion
Special: A trainee can be immune to sleep-effects, but cannot be sleepless. 
Special: Training from a dream lord.

Table: The Dream Lord

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Crystal of Dreams 3 3 2
2nd +1 +0 +0 +3 Waking Nightmares, +1 Existing Features 4 3 2 1
3rd +1 +1 +1 +3 Crown of Dreams, +1 Existing Features 4 3 3 2
4th +2 +1 +1 +4 Throne of Dreams, +1 Existing Features 4 4 3 2 1
5th +2 +1 +1 +4 Augmented Subtype 4 4 3 3 2

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Alchemy) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

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.

Lord Spells: A lord casts arcane spells which are drawn from the 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 a 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 1st level, a lord can manifest a crystal ball, which permits him to scry.

Crown of Dreams (Ex): At 3th 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 4th 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 Nightmares (Su): At 2nd 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. A lord can summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d6 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 one minute; each minute after, a lord must beat a (DC 10+2/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 4th level, a lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and under the lord's control like an animal companion.

Feature Advancement: At 2nd, 3rd, and 4th levels, a lord gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.

A lord can choose, in place of gaining features of a previous class, to instead gain a bonus feat.

Augmented Subtype: At 5th 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.)

Dream Lord Lore[edit]

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.

Knowledge (Arcana)
DC Result
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 Page3.5e HomebrewClassesPrestige Classes

Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AdopterThe-Marksman +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +, Prepared Arcane Spellcasting + and Other +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level5 +
Rated ByQwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo +
RatingRated 3 / 4 +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Knowledge +, Perform +, Sense Motive +, Speak Language +, Spellcraft + and Use Magic Device +
Skill Points4 +
SummaryThe masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. +
TitleDream Lord +
Will Save ProgressionGood +