View Full Version : Sandman [3.5 base]

2013-07-31, 05:02 PM
Designer's Note: This is basically Freddy Kreuger, the class. Not sure about the power level.


Image! (http://24.media.tumblr.com/tumblr_lzrjg5xHBK1qarjnpo1_500.jpg)

It matters not what is real when you close your eyes.

To die, to sleep
no more; and by a sleep, to say we end
the heart-ache, and the thousand natural shocks
that flesh is heir to? 'Tis a consummation
devoutly to be wished. To die, to sleep,
to sleep, perchance to dream; aye, there's the rub,
for in that sleep of death, what dreams may come,
when we have shuffled off this mortal coil,
must give us pause.

Some fluff goes here; who wants to write it? Something something final sleep.

Sandmans have the following game statistics.
Abilities: A Sandman bends the world around him through force of personality, represented by Charisma. In addition, as a melee character, the physical stats are important.
Alignment: Any, though good alignments are rare.
Hit Die: d8
Starting Age: As ranger.
Starting Gold: As ranger.

Class Skills
The Sandman's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, the Planes) (Int), Listen (Wis), Lucid Dreaming (http://www.minmaxboards.com/index.php?topic=7283.0) (Wis*), Martial Lore (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Swim (Str), and Tumble (Dex).

*See Forced Lucidity, below

Skill Points at First Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

{table=head]Level|BAB|Fort|Ref|Will|Special|Man.Kno|Man.Read|S tances
1st |+1 |+2 |+2 |+0|Forced lucidity, reverie, sandman strike|3|3|1
2nd |+2 |+3 |+3 |+0|Morphean ablation|4|3|1
3rd |+3 |+3 |+3 |+1|Lesser oneirocraft|5|3|1
4th |+4 |+4 |+4 |+1|Delirium|5|4|1
5th |+5 |+4 |+4 |+1|Chimera|6|4|2
6th |+6/+1 |+5 |+5 |+2|Vagary|6|4|2
7th |+7/+2 |+5 |+5 |+2|Improved sandman strike|7|4|2
8th |+8/+3 |+6 |+6 |+2|Morphean step|7|4|2
9th |+9/+4 |+6 |+6 |+3|Chimera|8|4|3
10th |+10/+5 |+7 |+7 |+3|Improved delirium|8|5|3
11th|+11/+6/+1 |+7 |+7 |+3|Greater oneirocraft|9|5|3
12th |+12/+7/+2 |+8 |+8 |+4|Improved vagary|9|5|3
13th|+13/+8/+3 |+8 |+8 |+4|Chimera|10|5|3
14th |+14/+9/+4 |+9 |+9 |+4|Morphean essence|10|5|3
15th|+15/+10/+5 |+9 |+9 |+5|Greater sandman strike|11|6|4
16th |+16/+11/+6/+1 |+10|+10|+5|Greater delirium|11|6|4
17th|+17/+12/+7/+2 |+10|+10|+5|Chimera|12|6|4
18th |+18/+13/+8/+3 |+11|+11|+6|Greater vagary|12|6|4
19th|+19/+14/+9/+4 |+11|+11|+6|Advanced oneirocraft|13|6|4
20th |+20/+15/+10/+5|+12|+12|+6|Avatar of delusion, morphean existence|13|7|4[/table]

Class Features
All of the following are class features of the Sandman.

Weapon and Armor Proficiencies: A Sandman is proficient with all simple and martial weapons, as well as one exotic weapon of his choice. Sandmans are also proficient with light armor and with shields (except tower shields).

Forced lucidity (Ex): You overmaster the dreamscape with sheer force of personality. You may use your Charisma modifier in place of your Wisdom modifier as a bonus to Lucid Dreaming checks.

Maneuvers: You begin your career with knowledge of three martial maneuvers. The disciplines available to you are Amaranth Eclipse (http://dnd-wiki.org/wiki/Amaranth_Eclipse_(3.5e_Martial_Discipline)), Diamond Mind, Infinite Shore (http://www.minmaxboards.com/index.php?topic=7450), Phantasmal Opus (http://www.giantitp.com/forums/showpost.php?p=10640971&postcount=7), and Shadow Hand. Once you know a maneuver, you must ready it before you can use it (see Maneuvers Readied, below). A maneuver usable by Sandmen is considered an extraordinary ability unless otherwise noted in its description. Your maneuvers are not affected by spell resistance, and you do not provoke attacks of opportunity when you initiate one. You learn additional maneuvers at higher levels, as shown on the table above. You must meet a maneuver's prerequisite to learn it, including Initiator Level prerequisites.

Upon reaching 4th level, and at every even-numbered Sandman level after that (6th, 8th, 10th, and so on), you can choose to learn a new maneuver in place of one you already know. In effect, you lose the old maneuver in exchange for the new one. You can choose a new maneuver of any level you like, as long as you observe your restriction on the highest-level maneuvers you know; you need not replace the old maneuver with a maneuver of the same level. For example, upon reaching 10th level, you could trade in a single 1st-, 2nd-, 3rd- or 4th-level maneuver for a maneuver of 5th level or lower, as long as you meet the prerequisite of the new maneuver. You can swap only a single maneuver at any given level.

Maneuvers Readied: You can ready all three of the maneuvers you know at 1st level, but as you advance in level and learn more maneuvers, you must choose which maneuvers to ready. You ready your maneuvers by entering a meditative dream state for 5 minutes. The maneuvers you choose remain readied until you decide to meditate again and change them. You need not sleep or rest for any long period of time to ready your maneuvers; any time you spend 5 minutes in meditation, you can change your readied maneuvers.

You begin an encounter with all your readied maneuvers unexpended, regardless of how many times you might have already used them since you chose them. When you initiate a maneuver, you expend it for the current encounter, so each of your readied maneuvers can be used once per encounter (until you recover them; see below).

Stances Known: You begin play with knowledge of one 1st-level stance from any discipline open to you as a Sandman. At 5th, 9th, and 15th level, you can choose additional stances. Unlike maneuvers, stances are not expended, and you do not have to ready them. All the stances you know are available to you at all times, and you can change the stance you are currently using as a swift action. A stance is an extraordinary ability unless otherwise stated in the stance description. Unlike with maneuvers, you cannot learn a new stance at higher levels in place of one you already know.

Reverie (Su): You live in a constant dreamstate, harvesting the mental fugue which you and other creatures generate to use as weapons against your opponents. Because of this, you keep careful tabs on the weariness and injury of those around you. As a swift action, you can determine the fraction of hit points remaining for any creature within 30 feet. If that creature has a smaller fraction of their hit points remaining than you do, or if that creature is fatigued or exhausted, you can draw upon their debility as part of the same action, allowing you to recover a single expended maneuver. You cannot recover a maneuver in the same round you expend it, or initiate a maneuver in the same round you recover it.

Sandman strike (Su): Your attacks sap the wakefulness of your opponents, drawing it off to feed your abilities. Whenever you confirm a critical threat against an opponent, that creature must make a Fortitude save (DC 10 + 1/2 IL + Cha modifier) or become fatigued for 1 round (unlike other forms of fatigue, this fatigue is removed at the beginning of your next turn). This ability has no effect against creatures who are already fatigued or exhausted.

Morphean ablation (Su): By 2nd level, you are beginning to learn how to transform yourself into a creature of dreamstuff. As an immediate action, you can expend one readied and unexpended maneuver to grant yourself a deflection bonus to AC equal to the level of the expended maneuver for 1 attack.

Lesser oneirocraft (Su): Your command of dream and its interface is growing, allowing you to affect certain changes on the real world as if you were in a dreamscape. At 3rd level, you can change your personal appearance at will with a DC 20 Lucid Dreaming check, as per the disguise self spell, as a standard action. As you are not dreaming, this does not require Dream Points. Effects which penetrate disguise spell reveal your true appearance, as normal; the DC to recognize the effect as an illusion is 10 + 1/2 Initiator level + your Charisma modifier.

Delirium (Su): Beginning at 4th level, your physical transition to the dreamworld has progressed far enough that some creatures have trouble believing you actually exist. You gain your Charisma modifier as an insight bonus to Hide and Move Silently checks.

Chimera (Su): The flights of fancy which take the dreaming mind can be quite horrific and dangerous. At 5th level, select one of the chimeric archetypes below. You select an additional archetype every four levels after (at 9th, 13th, and 17th).

Chimeric Archetypes:
Bogey - You are the epitome of what your opponent fears. Whenever you successfully attack an opponent who is shaken, frightened, panicked, or cowering, you may recover an expended maneuver as a free action. You may recover a maximum of one maneuver per round this way.
Bottomless Pit - In some dreams, you fall foreverů until you hit the ground. You constantly benefit from a feather fall effect; you may raise or lower it as a free action.
Erupting Mutation - Limbs twist, bones crack, skin rots, teeth crumble. Lethal damage you deal with Infinite Shore maneuvers must be healed naturally, and not by spells, supernatural or extraordinary abilities, etc.
Maladroit - Often in nightmares, everything seems to go wrong; you are the agent of such inauspicious events. Whenever you successfully damage an opponent in melee, that creature suffers a -2 luck penalty to attack rolls, skill checks, and saves until the beginning of your next turn.
Malign Translation - The dreamscape alters the words you speak, making them unintelligible. Whenever an opponent within 30 feet of you attempts to cast a spell with a verbal component, it must succeed at a caster level check (DC 11 + your Initiator Level) or the spell fails.
Nightcrawler - You are the faceless shadow, giving chase unseen as your opponent's fear grows. You gain your Charisma modifier as a morale bonus to damage rolls whenever you are not initiating martial maneuvers.
Subtle Inverse - As your opponent runs faster, it moves slower; as it moves away, you get closer. Creatures who move through or out of your threatened squares always provoke an attack of opportunity from you (unless they make a Tumble check, as normal), regardless of what sort of action they take; this includes such means as Spring Attack and the Withdraw action.

Vagary (Ex): Walking the dreamscape, each Sandman finds a different path to end his opponent's life. These disparate paths are described through the use of dream personae -- aspects of the Sandman's personality that you can manifest in various situations. When you reach 6th level, you gain the first dream persona. Choose one feat for which you meet the prerequisites to form the basis for this persona. By spending a full-round action and expending a readied (and unexpended) maneuver of at least 3rd level, you can assume this dream persona, exchanging your normal 6th-level feat for the chosen one. You may return to your usual state with another full-round action and maneuver expenditure. (Note that when you assume your dream persona, you do not have access to your original 6th-level feat; this may change your ability to meet prerequisites.)

Improved sandman strike (Su): Upon reaching 7th level, your attacks sap even more of your opponents' strength. Your Sandman Strike ability triggers on each successful attack (instead of only on confirmed critical threats).

Morphean step (Su): When you achieve 8th level, you have learned to shed your body, transforming mostly to dreamstuff. However, you can only maintain this transition while in motion. Whenever you move, you and all your equipment become incorporeal (you gain the Incorporeal subtype). As soon as you come to a stop, you return to corporeality; if you are in an occupied square, you are shunted to the nearest open square and take 1d6 damage for every 10 feet you are shunted.

Improved delirium (Su): By 10th level, your continued growth as a Sandman moves you further from your opponents' thoughts and memories. Creatures forget you like a half-remembered dream. Gather Information checks, Knowledge checks, Bardic Knowledge checks, and the like must succeed against a DC of 15 + your Initiator Level to gain any information about you. The casters of divination spells and similar effects must succeed on a caster level check against the same DC to find any information. This ability does not make you aware of attempts to find out about you, it only obscures the results of such attempts. Any creature can counteract this ability with a successful opposed Lucid Dreaming check.

Greater oneirocraft (Su): At 11th level, you can command more of the real world as you would the dreamscape, changing aspects of it to your whim. You can alter the world at will, as per the major image spell, by making a DC 30 Lucid Dreaming check as a standard action. As you are not dreaming, this does not require Dream Points. The DC to disbelieve the illusion is 10 + 1/2 Initiator level + your Charisma modifier; however, your illusion takes on a measure of quasireality , as per the shadow conjuration spell, and thus the effects of your illusion are 20% real even when disbelieved.

Improved vagary (Ex): When you are 12th level, you add another dream persona to your repertoire, which you can assume by spending a full-round action and expending a readied (and unexpended) maneuver of 6th level or higher. This new persona is made up of a new feat which you would have qualified for at 6th level, and a feat that you qualify for at 12th level; when you assume it, you exchange your normal 6th- and 12th-level feats for the feats associated with your second persona. (The same caution regarding prerequisites applies to this feat exchange.)

Morphean essence (Su): Beginning at 14th level, you can remain a dream creature for longer periods of time. You may grant yourself the Incorporeal subtype as a move action (your equipment becomes incorporeal as well) by expending a readied and unexpended maneuver; you may return to corporeality with another move action at no cost. You remain incorporeal for a number of rounds equal to the level of the expended maneuver.

Greater sandman strike (Su): Starting at 15th level, your Sandman Strike ability makes a creature exhausted on a failed save instead of fatigued. Creatures which are immune to exhaustion but not fatigue are instead fatigued on a failed save, as normal.

Greater delirium (Su): Upon reaching 16th level, knowledge of you fades almost instantly from your opponents' minds, making it difficult to discern any information about you for those who don't know you well. You gain immunity to all divination spells cast against you or cast to learn information about you; such divination fails to reveal any information. However, any creature can counteract this effect with an opposed Lucid Dreaming check.

Greater vagary (Ex): When you reach 18th level, you learn your final dream persona, which requires a full round action and expending a readied (and unexpended manuever) of 9th level or higher. Associated with this persona, you gain a feat you would have qualified for at 6th level, one you would have qualified for at 12th level, and one you qualify for at 18th level, which are exchanged for your original 6th-, 12th-, and 18th-level feats when you assume this persona. (Again, note that you may fail to meet prerequisites when you lose access to your original feats.)

Advanced oneirocraft (Su): At 19th level, you have nearly as much command over the real world as you do over the dreamscape. You can change more extensive aspects of the real world, as per the mirage arcana spell, as a standard action by making a DC 40 Lucid Dreaming check. As you are not dreaming, this does not require Dream Points. The DC to disbelieve the illusion is 10 + 1/2 Initiator level + your Charisma modifier; however, your illusion takes on a measure of quasireality , as per the greater shadow conjuration spell, and thus the effects of your illusion are 60% real even when disbelieved.

Avatar of delusion (Su): By 20th level, you are the master of your opponents' neuroses. As an immediate action, you may substitute a Lucid Dreaming check for any other d20 roll. In addition, you can enter the dreamscape directly, as per the dream walk spell, by making a DC 40 Lucid Dreaming check at will as a standard action.

Morphean existence (Su): When you achieve 20th level, you have learned to transition easily to and from pure dreamstuff. You can turn incorporeal at will by granting yourself the Incorporeal subtype as a swift action, and can return to corporeality with another swift action. (Your equipment is incorporeal when you are.)

2013-08-01, 02:23 PM
This is currently undergoing an overhaul; sit tight with any comments until it's finished, please.

2013-08-05, 09:11 PM
OK, updated version posted. Comment away!