Alarra
2004-07-28, 07:29 PM
She sat, motionless by the window, watching the moon trace a lazy arc through the sky. “I will not sleep,” she willed herself for the fourth night in a row. Yet she knew her body and mind would not allow her to deprive herself of the much-needed rest for much longer. As her eyelids sank with the weight of sleepless nights, the memory of blinding pain in her head, of waking sobbing, and drenched in sweat from night after night of agonizing nightmares broke through the sleepy haze. “No! I must stay awake!” she cried. Her battle with unconsciousness raged throughout the night, and when at last the sun broke over the horizon and she heard the low tap of the maid at her bedroom door, her heart soared. *
The next night however, her willpower finally failed her and she passed into the world of dreams.
She stood, cloaked in the shadows in the corner of the room. The woman lay on the bed, sobbing. After many nights of the same dream, she had come to accept that there was nothing she could do to change the woman’s fate. She could only quiver in the corner, feeling helpless, and awash in the woman’s sorrow.
The bang of the door no longer startled her as the pair of men crossed to the woman’s side. “Nothing more to do but sit down and watch the torture session commence once again,” she thought in a distracted manner. Perhaps it was the sleepless nights, or the sheer repetition of the dream, but her heart no longer ached for the woman. She sat on the floor, messing with a fingernail, the screams and cries barely penetrating into her consciousness.
The deep silence startled her into looking up. The men had left some time ago, the woman’s corpse lay bloodied on the bed. “Why am I still here?” she thought, with a start. Every other night she had awoken, screaming as the woman breathed her last breath. It was then that she saw the pale figure standing to the side of the room.
“Come with me Corvai. You are finally ready.”
ALARRAN DREAMWALKERS
The Alarran Dreamwalkers are disciples of Alarra, a renowned scholar who claimed to have discovered the secret of dreamwalking. Legend has it that Alarra refused to give the others access to her secrets once she learned of the pain and trauma that was caused to the dreamer by having someone manipulating their dreams. They tortured her for many days and nights in an attempt to gain the secrets. Yet, in the end, she chose to retreat into the dreamscape to escape. When they killed her earthly body, she was trapped there for eternity.
Although Alarra originally tried to remain as unobtrusive as possible in the dreams she infiltrated, centuries of exposure to the depravity of the general populations’ subconscious eventually corrupted the once sweet scholar. She now revels in the pain and havoc that she and her disciples can cause by manipulating the dreams and minds of others.
Only her disciples know the truth of this legend, as they are forced to witness it over and over until they prove that they have the willpower and lack of compassion to withstand the pain.
Few people admit the existence of this organization. It is spoken of as a myth and legend and even the initiates themselves do not associate outside of dreams.
Each disciple is hand chosen for their adeptness of their mind and trained individually by Alarra in the art of dream and mind manipulation. Few disciples have even heard of the group prior to being contacted. They are usually not aware that they are being tested until they have passed.
Hit die: d6
Requirements:
Alignment: any non-good, chaotic
Skills: Knowledge (Psionics) 5 ranks, Knowledge (the planes) 5 ranks, Concentration 8 ranks
Feats: Open Minded, Psionic Meditation
Special: Must be contacted individually through dreams by Alarra herself, or one of the higher ranking disciples.
Class Skills: Autohypnosis (wis), Bluff (cha), Concentration (con), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Knowledge (Psionics) (int), Knowledge (the Planes) (int), Listen (wis), Psicraft (int), Sense Motive (wis)
Skill points at each level: 4 + Int modifier
Level * * BAB * * Fort * * Ref * * Will * * Special * * * *
* *1 * * * * *+0 * * * *+0 * * *+0 * * *+2 * * * Dreaming Rest, Dream Walking
* *2 * * * * *+1 * * * *+0 * * *+0 * * *+3 * * * Illusion Understanding
* *3 * * * * *+1 * * * *+1 * ** +1 * * *+3 * * * Sleep
* *4 * * * * *+2 * * ** +1 * * *+1 * * *+4 * * * Mind Shroud *
* *5 * * * * *+2 * * * *+1 * * *+1 * * *+4 * * * Advanced Dream Walking
* *6 * * * * *+3 * * * *+2 * * *+2 * * *+5 * * * Mind Cloud
* *7 * * * * *+3 * * * *+2 * * *+2 * * *+5 * * * Dream Sending
* *8 * * * * *+4 * * * *+2 * * *+2 * * *+6 * * * Microcosm
* *9 * * * * *+4 * * * *+3 * * *+3 * * *+6 * * * Alter Memories
* 10 * * * * +5 * * * *+3 * * *+3 * * *+7 * * * Nightmare
*
Class Features
Weapon and Armor Proficiency
Dreamwalkers gain no proficiency in any weapon or armor.
Powers Known: Starting at 2nd level, dreamwalkers gain additional power points per day and access to new powers as if she had gained a level in whatever manifesting class she belonged to before she added the prestige class.
Dreaming Rest (Ex): At 1st level the dreamwalker gains the ability to rest in the dream world. *Instead of sleeping, the dreamwalker may spend time in the dream realm to regain their rest. If a dreamwalker spends 8 hours in the realm of dreams it would be like she had slept an 8 hour night and all they would receive all of the healing effects that would have normally taken place during the sleeping. They will also have regained all of their power points. Time spent in the dream realm may be combined with time spent sleeping to make up the full eight hours.
Dream Walking (Su): At the 1st level of Dreamwalker the character learns how to travel by dreams. This is much like the Dream Travel power listed in the power section and all the Dream Travel rules apply. This power can be manifested once per every three psion levels starting at the first level. Will negates. Range touch. Targets 1 touched creature/level.
Illusion Understanding (Ex): At 2nd Level, the dreamwalker gains a better understanding between the dream world and the real world. This gives them a +10 bonus on all saving throws against Illusion magic. *
Sleep (Sp): At 3rd level, the dreamwalker gains the ability to cause a comatose slumber to take hold upon one or more creatures within a 10-foot radius burst. Roll a 3d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first while creatures who have equal hit dice are affected by the order of who is closer to the character. You may only effect creatures equal to or less than your manifester level. Creatures affected by this power can only be awoken by someone taking a standard action to wake them or by the power wearing off. Creatures affected by sleep are oblivious to sound. Sleep lasts for 1 minute/level. *Will Negates. *Range Medium (100 ft + 20 ft. /level). This does not effect creatures that are immune to magical sleep.
Mind Shroud (Ex): At 4th level, the dreamwalker becomes especially skilled at resisting mental attacks. She receives a +4 competence bonus on all saving throws against all compulsions and mind-affecting effects.
Advanced Dream Walking (Su): At 5th Level the dreamwalker learns how to use their dream walking ability to a much stronger degree. This functions like Dream Walking except that the character is able to focus on any aspect of the dreams she wants. Manipulating and probing into the minds of the dreamers she is able to find out what each dreamer is dreaming and change any aspect of those dreams. *Dreams that are affected by a dreamwalker are always remembered in vivid detail. If the dreamwalker wants to enter the dream realm but not travel she can enter the dream world with only her mind. If the body is killed while the mind is in the dream world then the dreamwalker would be trapped in the realm of dreams forever.
Mind Cloud (Sp): At 6th Level a dreamwalker is able to cloud the minds of more than one creature at will. When a creature's mind is clouded they suffer a -10 competence penalty on all wisdom checks and will saves. Unlike the spell Mind fog, this cloud exists only within the target's mind. Since this cloud is in their minds, there is no way that they can walk out of the cloud and it is unaffected by environmental conditions like wind. Mind Cloud lasts for 2d4 rounds. Will negates.
Dream Sending (Su): *At 7th Level the dreamwalker is able to send a message through dreams to specific recipients. Much like the Dream spell, the receiver is not able to ask questions while this power is in affect. The dreamwalker begins the power by envisioning the person she wants to send the dream to. The dreamwalker enters a trance for the duration of the sending. If the target happens to be awake during the sending, they also enter a deep trance. If the target is attacked or takes damage in any way during the sending they remain in the trance and the sender also takes any damage that the target sustains. *When the trance or dream ends the target remembers the dream in very vivid detail.
Microcosm (Sp): *At 8th level the dreamwalker gains the ability to use the Microcosm power even if they are not of a high enough level to manifest it. All the same rules for Microcosm apply and the character still must pay the proper amount of Power Points.
Alter Memories (Sp): At 9th Level a dreamwalker is able to alter the minds of a target. The character probes the mind of the target and can learn everything that the creature knows. They are also able to insert and delete memories, and change thoughts, opinions and even alignments. When the character is done it is her choice whether to leave peacefully or to leave the target insane. Will negates. *Range medium 100 ft +10 ft./level.
Nightmare (Sp): At 10th level, the dreamwalker gains the ability to send a nightmare into the mind of any target. This spell-like ability pulls the target’s worst nightmare out of their subconscious and makes them relive it. This nightmare is of an attack by a creature that the target fears more than anything else. The nightmare is so vivid that the target sustains 10d6 damage and must flee for 2d4 rounds. Will Negates.
The next night however, her willpower finally failed her and she passed into the world of dreams.
She stood, cloaked in the shadows in the corner of the room. The woman lay on the bed, sobbing. After many nights of the same dream, she had come to accept that there was nothing she could do to change the woman’s fate. She could only quiver in the corner, feeling helpless, and awash in the woman’s sorrow.
The bang of the door no longer startled her as the pair of men crossed to the woman’s side. “Nothing more to do but sit down and watch the torture session commence once again,” she thought in a distracted manner. Perhaps it was the sleepless nights, or the sheer repetition of the dream, but her heart no longer ached for the woman. She sat on the floor, messing with a fingernail, the screams and cries barely penetrating into her consciousness.
The deep silence startled her into looking up. The men had left some time ago, the woman’s corpse lay bloodied on the bed. “Why am I still here?” she thought, with a start. Every other night she had awoken, screaming as the woman breathed her last breath. It was then that she saw the pale figure standing to the side of the room.
“Come with me Corvai. You are finally ready.”
ALARRAN DREAMWALKERS
The Alarran Dreamwalkers are disciples of Alarra, a renowned scholar who claimed to have discovered the secret of dreamwalking. Legend has it that Alarra refused to give the others access to her secrets once she learned of the pain and trauma that was caused to the dreamer by having someone manipulating their dreams. They tortured her for many days and nights in an attempt to gain the secrets. Yet, in the end, she chose to retreat into the dreamscape to escape. When they killed her earthly body, she was trapped there for eternity.
Although Alarra originally tried to remain as unobtrusive as possible in the dreams she infiltrated, centuries of exposure to the depravity of the general populations’ subconscious eventually corrupted the once sweet scholar. She now revels in the pain and havoc that she and her disciples can cause by manipulating the dreams and minds of others.
Only her disciples know the truth of this legend, as they are forced to witness it over and over until they prove that they have the willpower and lack of compassion to withstand the pain.
Few people admit the existence of this organization. It is spoken of as a myth and legend and even the initiates themselves do not associate outside of dreams.
Each disciple is hand chosen for their adeptness of their mind and trained individually by Alarra in the art of dream and mind manipulation. Few disciples have even heard of the group prior to being contacted. They are usually not aware that they are being tested until they have passed.
Hit die: d6
Requirements:
Alignment: any non-good, chaotic
Skills: Knowledge (Psionics) 5 ranks, Knowledge (the planes) 5 ranks, Concentration 8 ranks
Feats: Open Minded, Psionic Meditation
Special: Must be contacted individually through dreams by Alarra herself, or one of the higher ranking disciples.
Class Skills: Autohypnosis (wis), Bluff (cha), Concentration (con), Diplomacy (cha), Gather Information (cha), Intimidate (cha), Knowledge (Psionics) (int), Knowledge (the Planes) (int), Listen (wis), Psicraft (int), Sense Motive (wis)
Skill points at each level: 4 + Int modifier
Level * * BAB * * Fort * * Ref * * Will * * Special * * * *
* *1 * * * * *+0 * * * *+0 * * *+0 * * *+2 * * * Dreaming Rest, Dream Walking
* *2 * * * * *+1 * * * *+0 * * *+0 * * *+3 * * * Illusion Understanding
* *3 * * * * *+1 * * * *+1 * ** +1 * * *+3 * * * Sleep
* *4 * * * * *+2 * * ** +1 * * *+1 * * *+4 * * * Mind Shroud *
* *5 * * * * *+2 * * * *+1 * * *+1 * * *+4 * * * Advanced Dream Walking
* *6 * * * * *+3 * * * *+2 * * *+2 * * *+5 * * * Mind Cloud
* *7 * * * * *+3 * * * *+2 * * *+2 * * *+5 * * * Dream Sending
* *8 * * * * *+4 * * * *+2 * * *+2 * * *+6 * * * Microcosm
* *9 * * * * *+4 * * * *+3 * * *+3 * * *+6 * * * Alter Memories
* 10 * * * * +5 * * * *+3 * * *+3 * * *+7 * * * Nightmare
*
Class Features
Weapon and Armor Proficiency
Dreamwalkers gain no proficiency in any weapon or armor.
Powers Known: Starting at 2nd level, dreamwalkers gain additional power points per day and access to new powers as if she had gained a level in whatever manifesting class she belonged to before she added the prestige class.
Dreaming Rest (Ex): At 1st level the dreamwalker gains the ability to rest in the dream world. *Instead of sleeping, the dreamwalker may spend time in the dream realm to regain their rest. If a dreamwalker spends 8 hours in the realm of dreams it would be like she had slept an 8 hour night and all they would receive all of the healing effects that would have normally taken place during the sleeping. They will also have regained all of their power points. Time spent in the dream realm may be combined with time spent sleeping to make up the full eight hours.
Dream Walking (Su): At the 1st level of Dreamwalker the character learns how to travel by dreams. This is much like the Dream Travel power listed in the power section and all the Dream Travel rules apply. This power can be manifested once per every three psion levels starting at the first level. Will negates. Range touch. Targets 1 touched creature/level.
Illusion Understanding (Ex): At 2nd Level, the dreamwalker gains a better understanding between the dream world and the real world. This gives them a +10 bonus on all saving throws against Illusion magic. *
Sleep (Sp): At 3rd level, the dreamwalker gains the ability to cause a comatose slumber to take hold upon one or more creatures within a 10-foot radius burst. Roll a 3d4 to determine how many total HD of creatures can be affected. Creatures with the fewest HD are affected first while creatures who have equal hit dice are affected by the order of who is closer to the character. You may only effect creatures equal to or less than your manifester level. Creatures affected by this power can only be awoken by someone taking a standard action to wake them or by the power wearing off. Creatures affected by sleep are oblivious to sound. Sleep lasts for 1 minute/level. *Will Negates. *Range Medium (100 ft + 20 ft. /level). This does not effect creatures that are immune to magical sleep.
Mind Shroud (Ex): At 4th level, the dreamwalker becomes especially skilled at resisting mental attacks. She receives a +4 competence bonus on all saving throws against all compulsions and mind-affecting effects.
Advanced Dream Walking (Su): At 5th Level the dreamwalker learns how to use their dream walking ability to a much stronger degree. This functions like Dream Walking except that the character is able to focus on any aspect of the dreams she wants. Manipulating and probing into the minds of the dreamers she is able to find out what each dreamer is dreaming and change any aspect of those dreams. *Dreams that are affected by a dreamwalker are always remembered in vivid detail. If the dreamwalker wants to enter the dream realm but not travel she can enter the dream world with only her mind. If the body is killed while the mind is in the dream world then the dreamwalker would be trapped in the realm of dreams forever.
Mind Cloud (Sp): At 6th Level a dreamwalker is able to cloud the minds of more than one creature at will. When a creature's mind is clouded they suffer a -10 competence penalty on all wisdom checks and will saves. Unlike the spell Mind fog, this cloud exists only within the target's mind. Since this cloud is in their minds, there is no way that they can walk out of the cloud and it is unaffected by environmental conditions like wind. Mind Cloud lasts for 2d4 rounds. Will negates.
Dream Sending (Su): *At 7th Level the dreamwalker is able to send a message through dreams to specific recipients. Much like the Dream spell, the receiver is not able to ask questions while this power is in affect. The dreamwalker begins the power by envisioning the person she wants to send the dream to. The dreamwalker enters a trance for the duration of the sending. If the target happens to be awake during the sending, they also enter a deep trance. If the target is attacked or takes damage in any way during the sending they remain in the trance and the sender also takes any damage that the target sustains. *When the trance or dream ends the target remembers the dream in very vivid detail.
Microcosm (Sp): *At 8th level the dreamwalker gains the ability to use the Microcosm power even if they are not of a high enough level to manifest it. All the same rules for Microcosm apply and the character still must pay the proper amount of Power Points.
Alter Memories (Sp): At 9th Level a dreamwalker is able to alter the minds of a target. The character probes the mind of the target and can learn everything that the creature knows. They are also able to insert and delete memories, and change thoughts, opinions and even alignments. When the character is done it is her choice whether to leave peacefully or to leave the target insane. Will negates. *Range medium 100 ft +10 ft./level.
Nightmare (Sp): At 10th level, the dreamwalker gains the ability to send a nightmare into the mind of any target. This spell-like ability pulls the target’s worst nightmare out of their subconscious and makes them relive it. This nightmare is of an attack by a creature that the target fears more than anything else. The nightmare is so vivid that the target sustains 10d6 damage and must flee for 2d4 rounds. Will Negates.