Dream Lord (3.5e Prestige Class)

From Dungeons and Dragons Wiki
Revision as of 17:40, 16 October 2012 by Franken Kesey (talk | contribs) (removed five levels)
Jump to: navigation, search
Help Wanted
Someone thinks this page needs a bit of help...

Dream Mechanics, better name


This template was placed here to direct user suggestions to the page. It may be removed at any time.


Homebrew.png
Author: Franken Kesey (talk)
Date Created: 7/23/12
Status: Zechariah
Editing: Clarity edits only please
Scale.png Low - Moderate - High - Very High
 Ratings for this homebrew:
Average:
3
/ 4

 2 users favored it (4/4).
 2 users liked it (3/4).
 0 were neutral on it (2/4).
 1 users disliked it (1/4).
 0 users opposed it (0/4).

CommunityLiked.png
Rate this article
Discuss this article

5 7 Poor Poor Poor Other Class Ability=Spontaneous Spellcasting |Class Ability=Alternate Magic |Class Ability=Other Other

Lawful Neutral Lawful Evil Neutral Neutral Evil Chaotic Neutral Chaotic Evil

Ruya Spectre

What you intend to do to that helpless 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.
—Crystal Sentient Illusion Ruya Spectre

The dream master, and distiller of Fear.

Becoming a Ruya

Ruya spectres are those who warp 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 themselves; strength is never used in this class.

Doppelgangers, Microforged Conglomerate, Mousa, Rakshasas and Sentient Illusion are well known for following this path, yet any race may rank in this class.

Entry Requirements
Alignment: Cannot be Good
Skills: 9 ranks in concentration and a social skill (bluff, diplomacy or intimidate), and 5 ranks in autohypnosis.
Spellcasting: Must be able to cast sleep, and one 3rd level illusion.
Special: Must have at least 5 spellcasting levels (can be a combination of classes, as long as the sum is at least five).
Special: Training from a ruya.

Table: The Ruya Spectre

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 3rd 4th 5th 6th 7th
1st +0 +0 +0 +2 Improved Sleep, Sending 6 6 4
2nd +1 +0 +0 +4 Crystal of Dreams 6 6 5 3
3rd +1 +1 +1 +6 6 6 6 4
4th +2 +1 +1 +8 Crown of Dreams 6 6 6 5 3
5th +2 +1 +1 +10 Throne of Dreams 6 6 6 6 4

Class Skills (6 + Int modifier per level).
Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge(all skills, taken individually) (Int), Psicraft (Int), Sense Motive (Wis), Speak Language (None) Spellcraft (Int), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features

Weapon and Armor Proficiency: A ruya is proficient with all simple weapons, plus the light hammer, longbow, shortbow, throwing axe and trident. Ruya are proficient with light armor, but not with shields.

Spells: A ruya casts divine spells, which are drawn from the ruya 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 or cast a spell, a ruya must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ruya’s spell is 10 + the spell level + the ruya’s Wisdom modifier.

Like other spellcasters, a ruya can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Ruya. In addition, they receive bonus spells per day if they have a high Wisdom score.

A ruya’s selection of spells is extremely limited. A ruya begins play knowing four 3rd-level spells, three 4th-level spells and two 5th-level spells of your choice. At each new ruya level, you gains one or more new spells, as indicated on Table: Ruya Spells Known. (Unlike spells per day, the number of spells a ruya knows is not affected by a high Wisdom score; the numbers on Table: Ruya Spells Known are fixed.) These new spells can be common spells chosen from the ruya spell list, or they can be unusual spells that the ruya has gained some understanding of by study. The ruya can’t use this method of spell acquisition to learn spells at a faster rate, however.

Upon reaching 4th level, and at every even-numbered ruya level after that (6th, 8th, and so on), a ruya can choose to learn a new spell in place of one he already knows. In effect, the ruya “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 ruya spell the ruya can cast. A ruya 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 he gains new spells known for the level.

Unlike a wizard or a cleric, a ruya need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Table: Ruya Spells Known
Level Spells Known
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

Improved Sleep(Sp): After much sleep study, ruya have gained an improved ability must like the sleep spell. Unlike the normal spell: 1) a ruya may draw in 4HD per class level (40HD at level 10); 2) the area of effect is increased to 25’ (at 5th level it increases again to 50’); 3) ruya gain a +5 bonus to putting a creature to sleep; 4) lasts 2d3x5 minutes; 5) sleeping creatures cannot be awakened by nonmagical means before this time expires; and 6) creatures who are immune to sleep effects or are sleepless can still be affected by this feature, entering into a deep meditation (which is treated the same as sleep for the purposes of this page). All other is left unchanged. This may be done five times per day.

Sending: A ruyas keystone abilities relate to manipulating dreams. A ruya dream has some marked differences from an ordinary dream; for one no physical or magical effects or items transfers into the real world; but mental effects and divine interventions can carry over – as does the memory of what happened in the dream. The dreams induced by this class are lucid, not faltering to memory lapses of an ordinary dream. Manipulating a dream taxes the ruyas dream pool, which is equal to two times the sum of their character level and wisdom modifier ((character level+Wis modifier)x2). The dream pool is replenished after every dream. For details on the logistics of sendings see Into the Dream below.

A sending can affect those who are immune to sleep effects or are sleepless, but have an added +5 to resist the initial will save. Constructs, Ooze and vermin are immune to dreams created by this class. A Sending is not considered to be evil for the purposes of protect from evil or similar spells (dispel evil, magic circle against evil) – due to the fact that a sending does not force actions or choices on subject in the real world. But break enchantment can dispell a sending, if the caster beats the ruya’s opposed will save after casting.

A sending cannot be done more than once every two sessions!

Crystal of Dreams(Ex): Ruya posses a crystal ball that allows them to find their subjects much easier, the ball acts much like a quasi-scientific version of locate creature spell. Unlike the normal spell: 1) the range is increased to 1 mile per level; 2) can find creatures of specific type or class (but not prestige class); 3) when looking for a specific individual one must have either seen the creature up close, or have one of their personal articles (something they have had for a very long time) to find; and 4) nondetection and water no longer fool (but mislead, polymorph and lead still do). This may be done four times per day. When holding the crystal (it does not need to be activated) one is granted a +1 wisdom bonus.

Crown of Dreams(Ex): After much study and experiment on transporting to a subject to instill a dreams, ruya have manufactured a crown of dreams; when worn this crown evokes a benefit much like the teleport spell. Any dreaming creature that the ruya has found with the Crystal of Dreams in the last week, the ruya may teleport to. Unlike the normal spell: 1) one cannot bring along other creatures; 2) one cannot bring more than a medium load; 3) noting that one has located the creature, ones familiarity is generally considered not to be below “seen casually”; and 4) the ruya will transport back to their point of origin (at no cost to per day) one hour later. This may be done three times per day. When wearing the crown (it does not need to be activated) one is granted a +2 wisdom bonus.

Throne of Dreams(Ex): A ruya has honed the mastery of dreams to such an extent that they may bring in any creature whose name they know (excluding constructs, oozes, and vermin as before), and who have done a major crime. Base thievery, brawling, vandalism, forgery, dishonesty and the like are not evil enough to be detected by the throne. This may be done twice per day. When sitting in the throne one is granted a +4 wisdom bonus.

Yet the throne’s main ability is imparting curses on evildoers. A ruya gains an opportunity, whenever a character (that exists somewhere on the same plane) does a major evil or breaks a major law. Whenever a ruya gains a opportunity they may roll an opposed wisdom check against the evildoer to confirm the opportunity; on success the evildoer may be cursed by one of the following diseases: Cackle Fever, Cicada Rabies, Mindfire, Moon Madness. This replaces the typical DC check. A ruya can only impart a curse once per day. 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.

The throne can be teleported when using the crown; when doing so most restrictions of the crown apply, with the following two exceptions: 1) ruya can remain for up to six hours (or end prematurely); and 2) the weight limit is changed to a volume limit (what can fit on the throne), of eight cubic feet – this includes the space needed for the yatri.

The throne only appears when the ruya wishes it (making it unnecessary for a barbarian or horse to always carry it around). The ruya chooses its shape and material composition at 10th 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) ruya tactical stage (a 2-12 minute period where the ruya activates the dream); 5) subject tactical response (a 1-2 minute period where the dreamer(s) react).

While most ruya use sendings to find allies, stow confusion or turn enemies; some ruya are inclined to cast sendings on their own party members. Should a ruya 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)!

Stage 1

The ruya first sets up the dream.

Environment: the environment is decided and paid for in the first stage, as the first part of the first stage.

  • No Environments: a ruya can place the dream in a blank environment, covered in complete whiteness for no price to dream pool (making the dream less believable.)
  • Basic Environments: a ruya may select one of the following as the dreams main environment for 2 dream points: dessert, forest, hilly plains or mountain.
  • Advanced Environments: a ruya may select one of the following as the dreams main environment for 5 dream points: aquatic, dungeon, marsh or ruin.

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), hut, rope bridge, trail.
  • Moderate Features: moderate features cost 5 dream points each, they include: Cottage, Flora(rare), Small Pool, Statue, Strong Bridge, Trap and Wall.
  • Greater Features: greater features cost 8 dream points each, they include: Lava River, Mansion, Maze, Tower and the ability to control weather (treat like the spell).

Creatures: the creatures are decided and paid for in the first stage, as the final part of the first stage.

Stage 2

To enter a dream the ruya 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 ruya succeeds at the initial will save, they may decide to add more subjects to the dream. To add subjects the ruya must succeed against the subjects will, with 5 points added to the DC for every subject after first. On failure the ruya brings in all previous successes and begins the dreams third stage.

Stage 3

The 3rd stage is composed of the subject’s 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 masters turn.

Stage 4

In the fourth stage the ruya 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 ruya has seen) can be added to their person at no cost. The ruya has pathfinder round, and an action round that may be used in this period.

Avatar:

  • Creature Type: At 4th level a ruya 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: Animal, Elemental, Giant, Humanoid, Ooze or Vermin at the cost of 5 dream points. This lasts for the duration of the dream. The ruya gains ½ of all the creatures special abilities (players choice); noting that the dream is of the ruyas creation, this cannot be seen through via true seeing or the like on the part of the subjects. At 7th level a ruya may additionally change into one of the following types, at the cost of 7 dream points: Aberration, Construct, Dragon, Monstrous Humanoid or Plant. At 10th level a ruya may additionally change into one of the following types, at the cost of 10 dream points: Fey, Magical Beast, Outsider or Undead.

Stage 5

The 5th stage is composed of the subjects action round, that reacts the ruya’s rounds. After the completion of stage five, the dreamers awaken to where they were before the dream, with full memory of what occurred therein.

A dream should consist of about 4-24 minute period (depending on party) in game time, which should not take over the whole session. Also remember this can only be done once every two sessions.

Ex-Ruya

There is no such thing as an ex-ruya, once one goes down this road they are forever marked.

Campaign Information

Playing a Ruya

Ruya are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful in the field of battle, controlling the body or mind of their enemies.

Combat: Most ruya, 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 physic class works well; a ruya who multiclass in a cajoling or charm focused class, losses no experience to multiclassing.

Resources: Most ruya try to stay away from each other – due to their abilities to negate each others sendings. On occasion some ruya will form alliances to change morality in larger areas.

Ruya in the World

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.
—Webster, Ortal Ruya Spectre

NPC Reactions: Many fear the manipulative powers of ruya... or at least until they meet one. Becoming cooed into how benign and victimized ruya really are.

Ruya Lore

Characters with ranks in Knowledge(The planes) can research ruya to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (The planes)
DC Result
8 Ruya are very charming and diplomatic.
16 Ruya can enter into others dreams.
24 Ruya can become pseudo-conscience - redefining the morals of their enemies.
32 Specific info on a ruya.



Back to Main Page3.5e HomebrewClassesPrestige Classes

Allowed AlignmentsLawful Neutral +, Lawful Evil +, Neutral +, Neutral Evil +, Chaotic Neutral + and Chaotic Evil +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionPoor +
Class AbilityArcane Spellcasting +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Help Wanted ReasonDream Mechanics, better name +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level7 +
Rated ByQwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo +
RatingRated 3 / 4 +
Reflex Save ProgressionPoor +
SkillAutohypnosis +, Bluff +, Concentration +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Intimidate +, Knowledge +, Psicraft +, Sense Motive +, Speak Language +, Spellcraft +, Use Magic Device + and Use Psionic Device +
Skill Points6 +
SummaryThe dream master, and distiller of Fear. +
TitleDream Lord +
Will Save ProgressionOther +