Kellus
2009-05-16, 02:28 AM
The Dreamcatcher
http://www.wizards.com/dnd/images/cov_gallery/92354.jpg
Dreamcatcher, dreamcatcher, catch me a dream,
send it from the stars down on a moonbeam.
Many who tap into the powers of the psyche gain understanding through hard work and study. Others, such as wilders, rely on natural talent and emotion to effect their will on the world. The dreamcatcher is another breed entirely. Dreamcatchers, instead of expanding their own mental faculties, learn to extend their consciousness beyond their body and latch on to other mental reserves. A dreamcatcher can burrow into your mind with a thought and rob you of your mental faculties, leaving you a drooling husk. Although a dreamcatcher can cast powers of her own, she is much more adept at laying psychic traps for mental trespassers and drawing wandering consciousnesses into her web.
Adventures: Dreamcatchers can adventure for any reason another class might. Be it lust for gold, power, fame, or experience, they could have any motive for their actions. They are by and large mysterious individuals who give away as little of their intentions and motives as they can, preferring to stay aloof from their lessers.
Alignment: Dreamcatchers can be of any alignment. Good dreamcatchers hunt down those that abuse their mental powers and punish them. Lawful dreamcatchers use their abilities to track down psionic criminals and bring them to justice. Chaotic dreamcatchers reject social norms and steal mental power as they see fit for survival or merely for convenience. Evil dreamcatchers lay ruthless traps for other psionicists in hopes of stealing their power and dominating them with it.
Religion: A dreamcatcher’s religion depends greatly on her race and home, but many choose to rever Vecna, God of Secrets.
Background: Dreamcatchers are psionic beings, so they can come from any background. Depending on when their abilities first manifested, they could have a lot or a little experience living with them. Being much more withdrawn and introspective than other psionicists, dreamcatchers often have trouble relating to nonpsionicists unless their previous life included a lot of contact with others.
Races: Obviously, psionic races such as maenads and xeph are most likely to give rise to dreamcatchers, but a large number spontaneously appear in nonpsionic communities that have been affected by latent psionic energies. In many psionic communities dreamcatchers are hunted down and exiled in fear of their ability to rob others of their mental faculties, so many dreamcatchers don’t reveal themselves for what they are.
Other Classes: Dreamcatchers get along well with other classes that have little regard for others’ posessions or abilities, such as rogues or spellthieves. They often find themselves at odds with a paladin or knight’s rigid code of conduct, but they especially detest other manifesters. Dreamcatchers often hate other manifesters because of previous persecution or simple wariness, while most psionicists detest dreamcatchers out of fear of what they could do to their much-vaunted psionic powers.
Role: A dreamcatcher finds himself a vital role in any psionic-heavy campaign as a highly effective method of neutralizing other manifesters. However, in a campaign which does not feature psionics in a prominent role (at least as much so as traditional magic) a dreamcatcher may find himself underequipped for the challenges he may face. Thus, this class is only recommended for use in a high-psionics campaign.
Game Rule Information
Abilities: Intelligence is vital for a dreamcatcher to make use of his psionic powers. In addition, a high Dexterity helps him to strike with his stream of consciousness. Finally, a dreamcatcher often finds himself targetted by mind-affecting powers. Although the class has a good Will saving throw, a high Wisdom modifier will make a dreamcatcher’s mind truly impregnable.
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: The dreamcatcher’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), and Spot (Wis).
Table: The Dreamcatcher
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Power Points/Day|
Powers Known|
Maximum Power[br]Level Known
1st|+0|+0|+0|+2|Stream of consciousness|
2|
1|
1st
2nd|+1|+0|+0|+3|Consciousness augment|
3|
2|
1st
3rd|+2|+1|+1|+3|Psychic trap (1 power point)|
4|
2|
1st
4th|+3|+1|+1|+4|–|
6|
3|
2nd
5th|+3|+1|+1|+4|Catch dreams (targetted)|
8|
4|
2nd
6th|+4|+2|+2|+5|Consciousness augment|
11|
4|
3rd
7th|+5|+2|+2|+5|–|
14|
5|
3rd
8th|+6/+1|+2|+2|+6|–|
18|
6|
3rd
9th|+6/+1|+3|+3|+6|Psychic trap (2 power points)|
22|
6|
4th
10th|+7/+2|+3|+3|+7|Catch dreams (area)|
27|
7|
4th
11th|+8/+3|+3|+3|+7|–|
32|
8|
5th
12th|+9/+4|+4|+4|+8|Consciousness augment|
38|
8|
5th
13th|+9/+4|+4|+4|+8|–|
44|
9|
5th
14th|+10/+5|+4|+4|+9|–|
51|
10|
6th
15th|+11/+6/+1|+5|+5|+9|Psychic trap (3 power points)|
58|
10|
6th
16th|+12/+7/+2|+5|+5|+10|–|
66|
11|
7th
17th|+12/+7/+2|+5|+5|+10|–|
74|
12|
7th
18th|+13/+8/+3|+6|+6|+11|Consciousness augment|
83|
12|
7th
19th|+14/+9/+4|+6|+6|+11|–|
92|
13|
8th
20th|+15/+10/+5|+6|+6|+12|Catch dreams (true)|
102|
14|
8th
[/table]
All the following are class features of the dreamcatcher.
Weapon and Armour Proficiencies: You are proficient with all simple weapons, light armour and light shields. Armour, of course, does not interfere with the manifestation of your powers.
Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Dreamcatcher. In addition, you receive bonus power points per day if you have a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points, p. 18 of the Expanded Psionics Handbook). Your race may also provide bonus power points per day, as may certain feats and items.
Powers Known: You begin play knowing one psion/wilder power of your choice. When you achieve a new level, you sometimes unlock the knowledge of a new power.
Choose the powers known from the psion/wilder power list. You cannot choose powers from restricted discipline lists or from other class power lists. You can manifest any power that has a power point cost equal to or lower than your manifester level.
The number of times you can manifest powers in a day is limited only by your daily power points.
As a dreamcatcher, you simply know your powers; they are ingrained in your mind. You does not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night’s sleep each day to regain all your spent power points.
The Difficulty Class for saving throws against your powers is 10 + the power’s level + your Intelligence modifier.
Maximum Power Level Known: You begin play with the ability to learn 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.
To learn or manifest a power, you must have an Intelligence score of at least 10 + the power’s level.
Stream of Consciousness (Ps): As a dreamcatcher, you have the ability to reach out with your mind and siphon conscious thought away from his enemies. By expending only a single power point, you can activate this ability as a standard action that provokes attacks of opportunity. You must be psionically focused in order to use this ability.
Stream of consciousness is a ranged touch attack with a range of 25ft. + 5ft./class level. It only works against sentient beings (targets with an Int of 3 or greater). If you miss on this attack roll, the power point is still wasted. Power resistance works against this ability. You cannot score a critical hit with a stream of consciousness, although since it uses an attack roll you can use sneak attack or similar abilities with it. Stream of consciousness is a mind-affecting effect.
Stream of consciousness deals 1d6 damage per two class levels, rounded down. It also drains rational thought from the target as it seizes it for you. It imposes a penalty to the target’s Intelligence equal to -1 per two class levels, rounded up. This penalty lasts for 1 round per class level, but does not stack with itself. You gain 1 power point per Intelligence penalty applied. For example, a 5th level dreamcatcher who strikes a target with this ability gains 3 power points to add to his power point reserve, and deals 2d6 damage. You cannot exceed your maximum power points/day with this ability. Targets reduced to 0 Int by this ability are knocked unconscious.
If the target is capable of manifesting powers or using psi-like abilities, you instead gain 1 power point per class level on a successful strike. Such a target may choose to mitigate some or all of the Intelligence penalty by sacrificing 2 power points per Intelligence point stolen from their own reserve.
Consciousness Augment (Ps): At 2nd level, and again at 6th, 12th, and 18th level, you may select an augmentation for your stream of consciousness. You may choose an augment from the following table. Augments have a minimum dreamcatcher level to select. Once you have learned an augment, you may not replace it.
Augmenting the stream of consciousness ability is just like augmenting a normal power. The combined power point cost including the original power point used for the ability cannot exceed your manifester level.
[b]Table: Consciousness Augments
{table=head]Augment|Level
Ego attack|2
Tired psyche|2
Drain instincts|2
Bypass wards|6
Double assault|6
Id attack|12
With a thought|12
Mindnumbing assault|18
Super-ego attack|18[/table]
Ego Attack: Your stream of consciousness deals an additional 1d6 damage. Using this augment requires an additional 1 power point. For every additional power point spent, the damage increases by 1d6. If you spend at least 10 power points on this augment in this way, your stream deals force damage and is effective against beings of pure consciousness, which is to say incorporeal.
Tired Psyche: After being struck by a stream of consciousness, the target must make a Will saving throw against a DC of 10 + 1/2 your manifester level + your Int modifier. Failure indicates they are fatigued for the duration of the intelligence penalty. Using this augment requires an additional 1 power point. By spending an additional 7 power points instead, the target is exhausted on a failed save. By spending an additional 13 power points instead, the target is knocked unconscious on a failed save.
Drain Instincts: Select a type of creature. You may use your stream of consciousness against creatures of that type, even if they do not have an Int of 3 or greater. You may select this augment more than once. Each time, you choose a new creature type. Using this augment against a nonstandard creature type requires an additional 5 power points.
Bypass Wards: Your stream of consciousness ignores power resistance. Using this augment requires an additional 5 power points.
Double Assault: By taking a full-round action, you can use your stream of consciousness ability twice. You take a -5 penalty on the attack roll of the second stream. Using this augment requires an additional 5 power points for each stream. By instead spending an additonal 14 power points on each stream, you can use it three times in the same full-round action. The third stream takes a -10 penalty on the attack roll.
Id Attack: If you use your stream of consciousness against a target that fell prey to your psychic trap class feature in the previous round, you don’t impose an Intelligence penalty, but instead drain enough power points to completely fill your power point reserve. If the target does not have enough power points to fill your reserve, you still entirely fill your reserve, and the target is stunned for 1 round. Using this augment requires at least an additional 11 power points. For every additional 2 power points spent, the target may be stunned for an additional round.
With a Thought: You can use your stream of consciousness as an immediate action. This is so sudden that you can even use it to target a being after they announce that they are manifesting a power on you but before the ability is resolved. Using this augment requires an additional 11 power points. You cannot use this augment in conjunction with the double assault augment, as that requires a full-round action. You take a -4 circumstance penalty on the attack roll for this immediate stream.
Mindnumbing Assault: Your stream of consciousness deals Intelligence damage instead of applying an Intelligence penalty. The normal duration is changed to the standard duration of ability damage. Other abilities that depend on the duration of the stream still use a duration of 1 round per class level. Using this augment requires an additional 17 power points.
Super-Ego Attack: You must declare that you are using this augment before you attack. Your stream does not deal the normal damage and does not drain power points or damage the target’s Intelligence. Instead, if you roll a natural 20 on the attack roll and confirm the critical threat (the only time a stream of consciousness can be a critical hit) the target is completely drained of power points and uses of their psi-like abilities, and your power point reserve is completely filled.Using this augment requires an additional 17 power points.
Psychic Trap (Su): When targetted by a mind-affecting psionic power, a dreamcatcher of 3rd level or higher can trap the consciousness of the manifester and force them to give up more power points than they intended in order to escape. The manifester must expend 1 additional power point above and beyond what he spent to manifest the power. This does not count against the augment limit of the power, but instead is simply drained from the manifester’s reserve, and added to your reserve. You cannot exceed your maximum power points/day with this ability.
If the manifester does not have enough power points remaining to pay the penalty, the power manifests as normal, but the manifester is stunned for 1 round for every power point he could not pay.
At 9th level, and again at 15th level, this ability traps 1 additional power point.
Catch Dreams (Su): Beginning at 5th level, you can reel psychic energies in towards you, away from their original target. Whenever you take the full defence action, you can choose to spend a single power point to activate this ability on any target within 25ft. + 5ft./class level. In the following round, if that target attempts to manifest a mind-affecting power, they must succeed on a Will save (DC 10 + 1/2 your class level + your Int modifier) or the target of their power changes to you. This is not a mind-affecting effect, since you are not actually tampering with the manifester’s mind; instead, you’re catching his psychic energies as he projects them.
Beginning at 10th level, you can instead spend 10 power points in order to affect as many creatures as you wish within the area, up to 1 target per class level.
Beginning at 20th level, you can instead spend 20 power points to target a single creature but not allow him to make a saving throw against this ability.
http://www.wizards.com/dnd/images/cov_gallery/92354.jpg
Dreamcatcher, dreamcatcher, catch me a dream,
send it from the stars down on a moonbeam.
Many who tap into the powers of the psyche gain understanding through hard work and study. Others, such as wilders, rely on natural talent and emotion to effect their will on the world. The dreamcatcher is another breed entirely. Dreamcatchers, instead of expanding their own mental faculties, learn to extend their consciousness beyond their body and latch on to other mental reserves. A dreamcatcher can burrow into your mind with a thought and rob you of your mental faculties, leaving you a drooling husk. Although a dreamcatcher can cast powers of her own, she is much more adept at laying psychic traps for mental trespassers and drawing wandering consciousnesses into her web.
Adventures: Dreamcatchers can adventure for any reason another class might. Be it lust for gold, power, fame, or experience, they could have any motive for their actions. They are by and large mysterious individuals who give away as little of their intentions and motives as they can, preferring to stay aloof from their lessers.
Alignment: Dreamcatchers can be of any alignment. Good dreamcatchers hunt down those that abuse their mental powers and punish them. Lawful dreamcatchers use their abilities to track down psionic criminals and bring them to justice. Chaotic dreamcatchers reject social norms and steal mental power as they see fit for survival or merely for convenience. Evil dreamcatchers lay ruthless traps for other psionicists in hopes of stealing their power and dominating them with it.
Religion: A dreamcatcher’s religion depends greatly on her race and home, but many choose to rever Vecna, God of Secrets.
Background: Dreamcatchers are psionic beings, so they can come from any background. Depending on when their abilities first manifested, they could have a lot or a little experience living with them. Being much more withdrawn and introspective than other psionicists, dreamcatchers often have trouble relating to nonpsionicists unless their previous life included a lot of contact with others.
Races: Obviously, psionic races such as maenads and xeph are most likely to give rise to dreamcatchers, but a large number spontaneously appear in nonpsionic communities that have been affected by latent psionic energies. In many psionic communities dreamcatchers are hunted down and exiled in fear of their ability to rob others of their mental faculties, so many dreamcatchers don’t reveal themselves for what they are.
Other Classes: Dreamcatchers get along well with other classes that have little regard for others’ posessions or abilities, such as rogues or spellthieves. They often find themselves at odds with a paladin or knight’s rigid code of conduct, but they especially detest other manifesters. Dreamcatchers often hate other manifesters because of previous persecution or simple wariness, while most psionicists detest dreamcatchers out of fear of what they could do to their much-vaunted psionic powers.
Role: A dreamcatcher finds himself a vital role in any psionic-heavy campaign as a highly effective method of neutralizing other manifesters. However, in a campaign which does not feature psionics in a prominent role (at least as much so as traditional magic) a dreamcatcher may find himself underequipped for the challenges he may face. Thus, this class is only recommended for use in a high-psionics campaign.
Game Rule Information
Abilities: Intelligence is vital for a dreamcatcher to make use of his psionic powers. In addition, a high Dexterity helps him to strike with his stream of consciousness. Finally, a dreamcatcher often finds himself targetted by mind-affecting powers. Although the class has a good Will saving throw, a high Wisdom modifier will make a dreamcatcher’s mind truly impregnable.
Alignment: Any.
Hit Die: d4.
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Skills: The dreamcatcher’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Knowledge (all skills, taken individually) (Int), Listen (Wis), Profession (Wis), Psicraft (Int), and Spot (Wis).
Table: The Dreamcatcher
{table="head"]Level|BAB|Fort|Ref|Will|Special |
Power Points/Day|
Powers Known|
Maximum Power[br]Level Known
1st|+0|+0|+0|+2|Stream of consciousness|
2|
1|
1st
2nd|+1|+0|+0|+3|Consciousness augment|
3|
2|
1st
3rd|+2|+1|+1|+3|Psychic trap (1 power point)|
4|
2|
1st
4th|+3|+1|+1|+4|–|
6|
3|
2nd
5th|+3|+1|+1|+4|Catch dreams (targetted)|
8|
4|
2nd
6th|+4|+2|+2|+5|Consciousness augment|
11|
4|
3rd
7th|+5|+2|+2|+5|–|
14|
5|
3rd
8th|+6/+1|+2|+2|+6|–|
18|
6|
3rd
9th|+6/+1|+3|+3|+6|Psychic trap (2 power points)|
22|
6|
4th
10th|+7/+2|+3|+3|+7|Catch dreams (area)|
27|
7|
4th
11th|+8/+3|+3|+3|+7|–|
32|
8|
5th
12th|+9/+4|+4|+4|+8|Consciousness augment|
38|
8|
5th
13th|+9/+4|+4|+4|+8|–|
44|
9|
5th
14th|+10/+5|+4|+4|+9|–|
51|
10|
6th
15th|+11/+6/+1|+5|+5|+9|Psychic trap (3 power points)|
58|
10|
6th
16th|+12/+7/+2|+5|+5|+10|–|
66|
11|
7th
17th|+12/+7/+2|+5|+5|+10|–|
74|
12|
7th
18th|+13/+8/+3|+6|+6|+11|Consciousness augment|
83|
12|
7th
19th|+14/+9/+4|+6|+6|+11|–|
92|
13|
8th
20th|+15/+10/+5|+6|+6|+12|Catch dreams (true)|
102|
14|
8th
[/table]
All the following are class features of the dreamcatcher.
Weapon and Armour Proficiencies: You are proficient with all simple weapons, light armour and light shields. Armour, of course, does not interfere with the manifestation of your powers.
Power Points/Day: Your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on Table: The Dreamcatcher. In addition, you receive bonus power points per day if you have a high Intelligence score (see Table 2-1: Ability Modifiers and Bonus Power Points, p. 18 of the Expanded Psionics Handbook). Your race may also provide bonus power points per day, as may certain feats and items.
Powers Known: You begin play knowing one psion/wilder power of your choice. When you achieve a new level, you sometimes unlock the knowledge of a new power.
Choose the powers known from the psion/wilder power list. You cannot choose powers from restricted discipline lists or from other class power lists. You can manifest any power that has a power point cost equal to or lower than your manifester level.
The number of times you can manifest powers in a day is limited only by your daily power points.
As a dreamcatcher, you simply know your powers; they are ingrained in your mind. You does not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night’s sleep each day to regain all your spent power points.
The Difficulty Class for saving throws against your powers is 10 + the power’s level + your Intelligence modifier.
Maximum Power Level Known: You begin play with the ability to learn 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.
To learn or manifest a power, you must have an Intelligence score of at least 10 + the power’s level.
Stream of Consciousness (Ps): As a dreamcatcher, you have the ability to reach out with your mind and siphon conscious thought away from his enemies. By expending only a single power point, you can activate this ability as a standard action that provokes attacks of opportunity. You must be psionically focused in order to use this ability.
Stream of consciousness is a ranged touch attack with a range of 25ft. + 5ft./class level. It only works against sentient beings (targets with an Int of 3 or greater). If you miss on this attack roll, the power point is still wasted. Power resistance works against this ability. You cannot score a critical hit with a stream of consciousness, although since it uses an attack roll you can use sneak attack or similar abilities with it. Stream of consciousness is a mind-affecting effect.
Stream of consciousness deals 1d6 damage per two class levels, rounded down. It also drains rational thought from the target as it seizes it for you. It imposes a penalty to the target’s Intelligence equal to -1 per two class levels, rounded up. This penalty lasts for 1 round per class level, but does not stack with itself. You gain 1 power point per Intelligence penalty applied. For example, a 5th level dreamcatcher who strikes a target with this ability gains 3 power points to add to his power point reserve, and deals 2d6 damage. You cannot exceed your maximum power points/day with this ability. Targets reduced to 0 Int by this ability are knocked unconscious.
If the target is capable of manifesting powers or using psi-like abilities, you instead gain 1 power point per class level on a successful strike. Such a target may choose to mitigate some or all of the Intelligence penalty by sacrificing 2 power points per Intelligence point stolen from their own reserve.
Consciousness Augment (Ps): At 2nd level, and again at 6th, 12th, and 18th level, you may select an augmentation for your stream of consciousness. You may choose an augment from the following table. Augments have a minimum dreamcatcher level to select. Once you have learned an augment, you may not replace it.
Augmenting the stream of consciousness ability is just like augmenting a normal power. The combined power point cost including the original power point used for the ability cannot exceed your manifester level.
[b]Table: Consciousness Augments
{table=head]Augment|Level
Ego attack|2
Tired psyche|2
Drain instincts|2
Bypass wards|6
Double assault|6
Id attack|12
With a thought|12
Mindnumbing assault|18
Super-ego attack|18[/table]
Ego Attack: Your stream of consciousness deals an additional 1d6 damage. Using this augment requires an additional 1 power point. For every additional power point spent, the damage increases by 1d6. If you spend at least 10 power points on this augment in this way, your stream deals force damage and is effective against beings of pure consciousness, which is to say incorporeal.
Tired Psyche: After being struck by a stream of consciousness, the target must make a Will saving throw against a DC of 10 + 1/2 your manifester level + your Int modifier. Failure indicates they are fatigued for the duration of the intelligence penalty. Using this augment requires an additional 1 power point. By spending an additional 7 power points instead, the target is exhausted on a failed save. By spending an additional 13 power points instead, the target is knocked unconscious on a failed save.
Drain Instincts: Select a type of creature. You may use your stream of consciousness against creatures of that type, even if they do not have an Int of 3 or greater. You may select this augment more than once. Each time, you choose a new creature type. Using this augment against a nonstandard creature type requires an additional 5 power points.
Bypass Wards: Your stream of consciousness ignores power resistance. Using this augment requires an additional 5 power points.
Double Assault: By taking a full-round action, you can use your stream of consciousness ability twice. You take a -5 penalty on the attack roll of the second stream. Using this augment requires an additional 5 power points for each stream. By instead spending an additonal 14 power points on each stream, you can use it three times in the same full-round action. The third stream takes a -10 penalty on the attack roll.
Id Attack: If you use your stream of consciousness against a target that fell prey to your psychic trap class feature in the previous round, you don’t impose an Intelligence penalty, but instead drain enough power points to completely fill your power point reserve. If the target does not have enough power points to fill your reserve, you still entirely fill your reserve, and the target is stunned for 1 round. Using this augment requires at least an additional 11 power points. For every additional 2 power points spent, the target may be stunned for an additional round.
With a Thought: You can use your stream of consciousness as an immediate action. This is so sudden that you can even use it to target a being after they announce that they are manifesting a power on you but before the ability is resolved. Using this augment requires an additional 11 power points. You cannot use this augment in conjunction with the double assault augment, as that requires a full-round action. You take a -4 circumstance penalty on the attack roll for this immediate stream.
Mindnumbing Assault: Your stream of consciousness deals Intelligence damage instead of applying an Intelligence penalty. The normal duration is changed to the standard duration of ability damage. Other abilities that depend on the duration of the stream still use a duration of 1 round per class level. Using this augment requires an additional 17 power points.
Super-Ego Attack: You must declare that you are using this augment before you attack. Your stream does not deal the normal damage and does not drain power points or damage the target’s Intelligence. Instead, if you roll a natural 20 on the attack roll and confirm the critical threat (the only time a stream of consciousness can be a critical hit) the target is completely drained of power points and uses of their psi-like abilities, and your power point reserve is completely filled.Using this augment requires an additional 17 power points.
Psychic Trap (Su): When targetted by a mind-affecting psionic power, a dreamcatcher of 3rd level or higher can trap the consciousness of the manifester and force them to give up more power points than they intended in order to escape. The manifester must expend 1 additional power point above and beyond what he spent to manifest the power. This does not count against the augment limit of the power, but instead is simply drained from the manifester’s reserve, and added to your reserve. You cannot exceed your maximum power points/day with this ability.
If the manifester does not have enough power points remaining to pay the penalty, the power manifests as normal, but the manifester is stunned for 1 round for every power point he could not pay.
At 9th level, and again at 15th level, this ability traps 1 additional power point.
Catch Dreams (Su): Beginning at 5th level, you can reel psychic energies in towards you, away from their original target. Whenever you take the full defence action, you can choose to spend a single power point to activate this ability on any target within 25ft. + 5ft./class level. In the following round, if that target attempts to manifest a mind-affecting power, they must succeed on a Will save (DC 10 + 1/2 your class level + your Int modifier) or the target of their power changes to you. This is not a mind-affecting effect, since you are not actually tampering with the manifester’s mind; instead, you’re catching his psychic energies as he projects them.
Beginning at 10th level, you can instead spend 10 power points in order to affect as many creatures as you wish within the area, up to 1 target per class level.
Beginning at 20th level, you can instead spend 20 power points to target a single creature but not allow him to make a saving throw against this ability.