Dream Lord (3.5e Prestige Class)
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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
Contents
Dream Sage
“ | 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. | ” |
—Crystal, Sentient Illusion Dream Sage |
Becoming a Dream Sage
Dream sage are 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.
Alignment: | Cannot be Good |
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Skills: | 11 ranks in concentration and a social skill (bluff, diplomacy or intimidate), and 8 ranks in autohypnosis and knowledge (religion). |
Spellcasting: | Must be able to cast Deep Slumber and two 3rd level illusions. |
Spellcasting: | Six spellcasting levels (can be from a combination of classes). |
Special: | Training from a dream sage. |
Level | Wisdom Bonus | Saving Throws | Special | Spells per Day | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | 3rd | 4th | 5th | 6th | 7th | ||||||||||||||||||||||||||||||||||
1st | +2 | +0 | +0 | +2 | Dream Pool, Sleep Incense, Sending | 6 | 6 | 4 | — | — | |||||||||||||||||||||||||||||||
2nd | +3 | +0 | +0 | +4 | Crystal of Dreams | 6 | 6 | 5 | 3 | — | |||||||||||||||||||||||||||||||
3rd | +4 | +1 | +1 | +5 | Sleep Tincture | 6 | 6 | 6 | 4 | — | |||||||||||||||||||||||||||||||
4th | +5 | +1 | +1 | +7 | Crown of Dreams | 6 | 6 | 6 | 5 | 3 | |||||||||||||||||||||||||||||||
5th | +6 | +1 | +1 | +8 | Throne of Dreams | 6 | 6 | 6 | 6 | 4 | |||||||||||||||||||||||||||||||
Class Skills (4 + Int modifier per level). |
Class Features
Weapon and Armor Proficiency: A sage is proficient with all simple weapons, plus the light hammer, shortbow, throwing axe and trident. Dream Sages are proficient with light armor, but not with shields.
Spells: A sage casts divine spells, which are drawn from the dream 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 or cast a spell, a sage must have a 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 Wisdom modifier.
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 Wisdom score.
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 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.
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.
Unlike a wizard or a 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.
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 |
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, (Some abilities have “DP” as a modifier, this is a dream point.)
When asleep, a sage may attempt to recharge their dream pool with a DC 35 autohypnosis check (instead of waiting for the natural recharge).
Sleep Incense(Ex): Sage may create a sleep enhancing incense that, once burned, makes 2HD/DP fall asleep (opposed will save negates); this has an area effect of 25 feet, lasts for 9 minutes/DP, and has a medium range. A sage is immune to this effect, and may shield two allies for every level in this class (10 at 5th). This taxes the dream pool (by 1 per 2HD put to sleep), and may be done four times per day.
Creatures that are immune to sleep or are sleepless can be affected by this feature, entering into a deep meditation (which is treated the same as sleep for the purposes of this page). Creatures that do not need to breath (or have a manner to filter their inhalation), are mindless or have strange physiology are immune to this effect.
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 – 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. 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 same name is at same location, will only effect the one desired). 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 they have an added +5 to resist the initial will save. Mindless creatures 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). But break enchantment can dispel a sending, if the caster beats the sage’s opposed will save after casting.
A sending cannot be done more than once every two sessions!
Wisdom Bonus: Sage do not receive a BAB from this class, instead they get a wisdom bonus. The bonuses above denote total wisdom gained from this class (they do not stack).
Crystal of Dreams(Ex): Dream Sage posses a crystal ball that allows them to find their subjects much more easily. A sage may find a creature within one mile (per DP used); that they have either seen up close, or have a personal article of. The crystal is foiled by mislead, polymorph and lead. This taxes the dream pool (by 1/DP used), and may be done four times per day.
Sleep Tincture(Ex): A sage may create a sedative, which makes 4HD/DP fall asleep (opposed will save negates), on ingestion or injury (treat as poison if placed on weapon), for 1 hr/DP. This taxes the dream pool (by 1 per 4HD put to sleep), and may be done twice per day.
Creatures that are immune to sleep or are sleepless can be affected by this feature, entering into a deep meditation (which is treated the same as sleep for the purposes of this page). Creatures that are incorporeal, mindless or have strange physiology are immune to this effect.
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.
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 evil 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. 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 them 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 criminal must roll an opposed Will save or be cursed by either: Cackle Fever, Cicada Rabies, Mindfire, 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).
While most sage 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)!
Stage 1
The sage 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 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.
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.
- Simple Creatures: basic creatures cost 2 dream points per CR. They include: Animal, Elemental, Giant, Humanoid, Ooze and Vermin.
- Moderate Creatures: moderate creatures cost 4 dream points per CR. They include: Aberration, Construct, Dragon, Monstrous Humanoid and Plant.
- Complex Creatures: complex creatures cost 6 dream points per CR. They include: Fey, Magical Beast, Outsider and 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.
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: Animal, Elemental, Giant, Humanoid, Ooze or 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: Aberration, Construct, Dragon, Monstrous Humanoid, or Plant. At 10th level, a sage 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 to the sage’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 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.
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 Doppelgangers, Microforged Conglomerate, Mousa, Rakshasas, and Sentient Illusions.
Dream Sage 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 Dream Sage |
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.
Dream Sage Lore
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.
DC | Result |
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9 | Dream sages are very charming and diplomatic. |
18 | Dream sages can enter into others’ dreams. |
27 | Dream sages can become a pseudo-conscience, redefining the morals of their enemies. |
36 | Specific info on a dream sage. |
Back to Main Page → 3.5e Homebrew → Classes → Prestige Classes
Allowed Alignments | Lawful Neutral +, Lawful Evil +, Neutral +, Neutral Evil +, Chaotic Neutral + and Chaotic Evil + |
Article Balance | High + |
Author | Franken Kesey + |
Class Ability | Arcane Spellcasting + |
Class Ability Progression | Other + |
Fortitude Save Progression | Poor + |
Help Wanted Reason | Dream Mechanics + |
Identifier | 3.5e Prestige Class + |
Length | 5 + |
Minimum Level | 8 + |
Rated By | Qwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo + |
Rating | Rated 3 / 4 + |
Reflex Save Progression | Poor + |
Skill | Autohypnosis +, Bluff +, Concentration +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Intimidate +, Knowledge +, Psicraft +, Sense Motive +, Speak Language +, Spellcraft +, Use Magic Device + and Use Psionic Device + |
Skill Points | 4 + |
Summary | Dream sage are masters of sleep and distillers of Fear, warping the dreams of others. + |
Title | Dream Lord + |
Will Save Progression | Other + |