View Full Version : [Base Class]The Dreamwalker

Cipher Stars
2011-06-30, 01:18 PM
Just something I was fiddling with.

The Dreamwalker

"What better thing then a fight in which no one dies?" - Hypnos the Dreamwalker

Adventures: Dreamwalkers adventure for the sake of adventuring. For Discovery, and Exploration, and enjoy all the little aspects of it.

Characteristics: Dreamwalkers... are people who explore the world without ever leaving bed. They can enter the dreams of others, discover they're secrets, link minds and share dreams.

Background: Dreamwalkers can stem from anywhere. But typically the most common Dreamwalkers are those tramped in comas, or otherwise held captive by they're own body in bed, such as due to crippling. Regardless, they all seem share a sort of spirit of freedom, and exploration.

Game Rule Information

Abilities: Charisma is most important to the Dreamwalker. They're abilities stem from having a high capability of coaxing others, and easing they're way into the mind...

Hit Die: d6

Class Skills: The Dreamwalker’s class skills are... Survival (Wis), Diplomacy (Cha), Bluff (Cha), Knowledge: Religion (Int), Knowledge: The Planes, Nobility & Royalty, Arcana, History (Int), Intimidate (Cha), Sense Motive (Wis), Use Magic Device (Cha), Gather Information (Cha), Listen (Wis), Spot (Wis), Spellcraft (Int), Concentration (Con).

Skill Points at 1st Level: ( 4+ Int Modifier) x 4

Skill Points at Each Additional Level: 4+ Int Modifier

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Max Spell Level

+2|Dreamlink 3/day|1

+3|Daydream 1/day|1

+3|Dreamlink 4/day|2

+4|Daydream 2/day|2

+4|Dreamlink 5/day|3

+5|Daydream 3/day|3

+5|Dreamlink 6/day|4

+6|Daydream 4/day|4

+6|Dreamlink At will|5

+7|Daydream 5/day|5

+7|Dreams +3|6

+8| Daydream At Will|6

+8|Dreams +4|7

+9|Dreamlord +1|7

+9|Dreams +5|8

+10|Dreamlord +2|8

+10|Dreams +6|9

+11|Dreamlord +3|9

+11|Waking Nightmare|9


Class Features: All of the following are class features of the Dreamwalker class.

Weapon and Armor Proficiency: Dreamwalker are proficient with Light Armor, no shields, and Simple weapons with a single martial weapon chosen at start.

The Dreamwalkers have access to the following domains:

The Dreamwalker selects 1 new domain every five levels. 1st,5th,10th,15th, and 20th.

Spells: A Dreamwalker casts divine spells, which are drawn from the Dreamwalker spell list. She can cast any spell she knows without preparing it ahead of time.

To learn or cast a spell, a Dreamwalker must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against a Dreamwalker’s spell is 10 + the spell level + her Cha modifier.

Spells Known: A Dreamwalker begins play knowing any spell in her spell list as Spontaneous casting. You can cast a number of spells per day from that spell level a number of times per day equal to x3 your Charisma modifier -spell level. For example, if you had +5 Charisma, you'd cast 1st level spells 14 times a day, or 5th level spells 10 times a day.

Detect Poison
Detect Magic
Detect Parentage
Read Magic
Dancing Lights
Ghost Sound
Touch of Fatigue
Arcane Mark

Unseen Servant
Detect Secret Doors
Detect Undead
Charm Person
Magic Aura
Silent Image
Disguise Self
Restful Slumber (Heroes of Horror)

Obscure Object
Fog Cloud
Detect Thoughts
See invisibility
Locate Object
Daze Monster
Touch of Idiocy
Minor Image
Mirror Image
Phantom Trap
Alter Self

Explosive Runes: Deals 6d6 damage when read.
Nondetection M: Hides subject from divination, scrying.
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Deep Slumber: Puts 10 HD of creatures to sleep.
Suggestion: Compels subject to follow stated course of action.
Daylight: 60-ft. radius of bright light.
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Ray of Exhaustion: Ray makes subject exhausted.

Dimensional Anchor: Bars extradimensional movement.
Solid Fog: Blocks vision and slows movement.
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.
Charm Monster: Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take -2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Fear: Subjects within cone flee for 1 round/level.
Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Polymorph: Gives one willing subject a new form.
Manifest Desire: Target’s greatest desire appears before
her. (Heroes of Horror)
Manifest Nightmare: Target’s greatest fear appears before
him, making him shaken or panicked. (Heroes of Horror)

Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get -10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Sending: Delivers short message anywhere, instantly.
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Waves of Fatigue: Several targets become fatigued.
Baleful Polymorph: Transforms subject into harmless animal.
Dreaming Puppet: Control the physical body of a sleeping
creature.(Heroes of Horror)

Guards and Wards: Array of magic effects protect area.
Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
True Seeing M: Lets you see all things as they really are.
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Contingency F: Sets trigger condition for another spell.
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.

Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision M X: As legend lore, but quicker and strenuous.
Insanity: Subject suffers continuous confusion.
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Waves of Exhaustion: Several targets become exhausted.
Limited Wish X: Alters reality—within spell limits.

Mind Blank: Subject is immune to mental/emotional magic and scrying.
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Antipathy: Object or location affected by spell repels certain creatures.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Polymorph Any Object: Changes any subject into anything else.

Freedom: Releases creature from imprisonment.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Foresight: “Sixth sense” warns of impending danger.
Dominate Monster: As dominate person, but any creature.
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Astral Projection M: Projects you and companions onto Astral Plane.
Etherealness: Travel to Ethereal Plane with companions.
Shapechange F: Transforms you into any creature, and change forms once per round.
Wish X: As limited wish, but with fewer limits.

Dreamlink (Su): A listed number of times per day, the Dreamwalker an link the same listed number of sleeping creature's minds, so they all appear in a collective dream thats partially built from each of they're subconsciousness. In the Dream World, no one can die. If a creature Dies or gets seriously injured in a Dreamscape, they are inhibited from having restful sleep and suffer 1 temporary negative level that cannot become permanent. There are exceptions of course, it is still a dream if enhanced. When Dreamlink becomes at-will, there is no limit to linked creatures.
Unless you tell them prior to Linking, They must make a Wisdom based check to see if they notice anything amiss or strange DC = 25 -2 per person linked.
If they are aware, they remember everything from the dream normally. Linked dreamscapes in this manner are more detailed then normal dreams, but Dreamlinked sleepers still retain benefits of sleeping as normal.
At first level you only gain 10% experience from Dreamed-up Dreamlinked encounters.
At third level this is 20%, and continues to rise as such until you gain 50% experience when Dreamlink becomes at will.
A person gains no experience for they're own dreamed up stuff, which is still determined by the DM as the Subconscious doesn't work quite like the conscious mind.
The Dreamscape need not be totally different each time, as the same people usually have the same or similar additions to the world.
Dreamscapes are not as exclusive as one may believe, and a Linked dream world may attract unwanted attention.

Daydream (Sp): A Dreamwalker can mentally leave her body to explore for the given number of times per day. In the Dream-Walk state, things are not always perceived correctly and only general information is passed. A Castle made of Black Stone may appear to be a castle made of shadows, or black gummy bears for example. The small dog that walks across the street may have actually of been a cat. Only general information. "Small furry animal" or "Beautiful Woman" or close colors are passed. Those with True Seeing can see a generic humanoid form at this point. You can communicate basic information
At level 10, you see the world through Dream-Walking as normal, as if you were really there. And they see you. Communication is as easily as speaking, because you are. However, You cannot interact physically or cast spells that require line of effect, or your body would be out of range from.

Dreams: While Dream-Walking, you can enter the dreams of others a number of times per day equal to the given number listed on the table. Thereby they can possibly get secret information using appropriate skills and they're under the effects of Zone of Truth (Save allowed) for such effects if you do your best to keep in line with subjects dreams, and you can mimic the effects of Nightmare if you wish. However, people do not remember dreams easily, and require a wisdom check to remember warnings, messages, or to remember you wringing info out of they're dream state DC = 15 +5 per sentence of communication, or item of visual aid (Like a picture, image, or other form of shown display) Or slowly changing someones personality over time. In addition, Your body no longer exists while you Dream Walk, as its fully converted into the dreamscape. (As such, effects gained from the dreams of others last. Damage taken is actually taken, essentially its exactly as if you were actually there. because you are.)

Dreamlord: You can assume control of dreams for a number of minutes equal to the given number on the Table, for a number of times per day equal to the number given on the table. During which time you effectively you get Wish usable at will as a spell-like ability while inside a Dreamscape.

Waking Nightmare (Su): The line between dreams and reality is heavily blurred around you. Those you designate within Charisma Mod x10 feet of you are subject to a Saving throw DC = 10+1/2 Dreamwalker level + Cha mod. Failure means they are Exhausted while they remain in your aura, Dazed for 1d4 rounds, and receive a - 1/4th Dreamwalker levels to will saves against Illusions.
Success means they are fatigued, dazzled for 1d4 rounds, and receive a -1 to will saves against illusions.
creatures require a saving throw only once per 24 hours.

Dreamlinked (Ex): You can permanently establish a connection between minds so they always share they're dream no matter distance, time, or plane. Theres a 50% chance children of the linked minds also share the connection with other children of the linked characters, this decreases by 5% each generation, to a minimum of 1%.


—Medium Humanoid (human)
—Base speed of 30 ft
—Cultural Focus: Humans vary widely across cultures, depending on other races they interact with, their environment, the gods they worship and their level of technology:
Le Vite: The Vite are a spread-out culture who stick dearly to the rule that they should only marry other Vite, unless they turn from their heritage. They are a race of priests and therefore gain the domain power of one of the domains associated with the god they are a priest of (those who select the Sun domain's domain power gain the ability to turn undead 1/day). Their legends say they originally were the chosen race of an overgod, who killed himself in order to give them free will and whose body became many new gods.
—Mixed Blood: Very few humans are of pure blood due to the amount they mingle with other races. Because of this, some humans have the nimbleness of an elf, the hardiness of a dwarf, the strength of a giant or the magics of an elemental:
Change blood: Humans with doppelganger ancestry gain +2 Bluff and an extra language at 1st level. Speak Language is always a class skill for them and they can mimic the effects of Disguise Self, except it does not affect what they are wearing and the changes are not an illusion- but a physical instantaneous change that can be undone by the user anywhere from removing a blemish to changing your apparent humanoid race.
—Automatic Languages: Common
—Bonus Languages: Any
—Favoured Class: Whichever class they take their first level in. The first-level rule listed under some cultures listed under Cultural Focus is ignored by NPC classes.
—LA: +0

2011-06-30, 01:33 PM
Oh crap. Now I've got to look up Adam Lamber's Sleepwalker.

Love the quote.

Are you going to be making a specific deity with a list of domains for the Dreamwalker? (As an option, not forced on her) or is she just supposed to choose five domains from her patron deity which can be anyone?

The class looks good. Can't wait to see it finished.

2011-06-30, 02:09 PM
What is their spell list? Just the domain spells, or are those separate?

The way the spells known column is written makes it seem that you only ever get your highest level spells. Is it intended to be so? If it is supposed to be a normal spontaneous spellcasting progession? If so, please rewrite it a such. If not, please clarify it.

Cipher Stars
2011-07-01, 10:26 PM
Finished it to the point where I normally would have posted it. (I posted it because I was rushed to get out the door and needed to put it somewhere, posting it was easiest)

2011-07-01, 10:47 PM
This class seems pretty cool and is one of the best attempts I have ever seen of making a class that could enter the dreamworld.
I think my favorite feature of the class is how the spells are cast. It breaks out of the normal spellcasting system and I am all for it.
The capstone is also nice and for once gives incentive to actually take the last level in a class.
The only thing I wonder about is how game-breaking some of the abilities could be, although I suppose some source-material spellcasters are way worse (oh god the entropomancer. I use orb of destruction and you die!).
I suppose my problem is that in using some of these abilities in a campaign you might force the DM to create a dreamscape on the spot and some DMs might have trouble doing that.
I suppose the DM could let the players create their own dreamscape.
I am also confused as to what "keep in line with the dreams" means on your Dream ability, but I haven't read much on dreams so it's probably listed somewhere (manual of the planes maybe?).

Cipher Stars
2011-07-01, 10:53 PM
I suppose my problem is that in using some of these abilities in a campaign you might force the DM to create a dreamscape on the spot and some DMs might have trouble doing that.
I suppose the DM could let the players create their own dreamscape.

Real simple. Most dreams aren't all that detailed, you just think they are. Some don't even exist until you look a certain direction. A Dreamscape relates the the character in question, they can be as simple as a flat plane of white with the guy sitting on a sole rock playing Count the Spots of White.

I am also confused as to what "keep in line with the dreams" means on your Dream ability, but I haven't read much on dreams so it's probably listed somewhere (manual of the planes maybe?).
Simple as well: The old pervy guy likes to dream about the ladies, ya know? So if you've gotta keep in line with the dream... Your gonna have to wear the bunny suit.
Usually it should be obvious what the dream is about. Quite class room, Pants falling down while giving talk in front of school assembly, Nails on Chalk-board. stereotypical teenager sex-dream, New shiny car, what ever.
You pretty much just gotta play to blend in with the individuals dream or they sense somethings amiss.

2011-07-01, 11:04 PM
Ah so your intent wasn't to tie this into an existing dreamworld or necessarily that it had to be used with a dreams campaign. I guess I just sort of overthought things (I envisioned a mini-adventure being involved at some point).

Cipher Stars
2011-07-01, 11:15 PM
Ah so your intent wasn't to tie this into an existing dreamworld or necessarily that it had to be used with a dreams campaign. I guess I just sort of overthought things (I envisioned a mini-adventure being involved at some point).

Which can still be done. I just made it more so that it can be used in pretty much any game but can still be taken into active play if the DM wishes.

I just edited to make the linked dreams more valid of a use and less of a fluff thing, and even added a not-so-inconspicuous line inviting DM's to screw with characters who DreamLink often, or just to use it as a plotkey.

Cipher Stars
2011-07-01, 11:58 PM
Notice I forgot "Dreamlinked". Added it, then switched it and Waking Nightmare (So Waking nightmare is now a 19th level ability)