Gadzooks27
2013-08-02, 01:23 AM
Dreamer
http://th07.deviantart.net/fs71/PRE/i/2011/237/5/5/hey_monsters_by_sakimichan-d47t82h.jpg
"We are the music makers, and we are the dreamers of the dreams." -Willem Wonkar, Dreamsbane of the North
Description: The dreamer is an adventurer with her head in the clouds. Her level of imagination is so strong that it seeps into the world. Her ideas and musings are projected as spells imposed on the world. Between her imagined spells and her mastery of the world of dreams, the dreamer creates her own colorful flare for the party.
Abilities: The dreamer's primary casting ability is Charisma, which determines how many bonus spells they get daily, as well as the highest level of spell they can cast. To push her imagination into reality, she needs a forceful personality. Second to charisma is wisdom. Dreamers need an understanding of how reality works for their imaginings to bear greater substance, and wisdom determines the DC of spells. Constitution, Dexterity, and Intelligence otherwise are equally important to dreamers for survival and skill points.
Hit Die: d6
Alignment: non-lawful
The Dreamer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Muse|3|2
2nd|
+1|
+0|
+0|
+3|Chastise Figments, Dreamtelling|4|3
3rd|
+1|
+1|
+1|
+3|Detect Figments|5|4|2
4th|
+2|
+1|
+1|
+4|Dream Wary|6|5|3
5th|
+2|
+1|
+1|
+4|Listen To Your Muse, Oneiromancy|6|6|4|2
6th|
+3|
+2|
+2|
+5|Unnatural Will|6|6|5|3
7th|
+3|
+2|
+2|
+5||6|6|6|4|2
8th|
+4|
+2|
+2|
+6| Improved Oneiromancy|6|6|6|5|3
9th|
+4|
+3|
+3|
+6||6|6|6|6|4|2
10th|
+5|
+3|
+3|
+7|Muse channeling|6|6|6|6|5|3
11th|
+5|
+3|
+3|
+7||6|6|6|6|6|4|2
12th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|5|3
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|2
14th|
+7/+2|
+4|
+4|
+9||6|6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+5|
+9|Weaken figments|6|6|6|6|6|6|6|4|2
16th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|2
18th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12||6|6|6|6|6|6|6|6|6|5[/table]
The dreamer’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Bluff (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (Dungeoneering) (Int), Knowledge (The Planes) (Int), Lucid Dreaming (Wis)*, Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4.
*- New skill in Manual of The Planes, pg. 203.
Weapon and Armor Proficiency:
A dreamer is proficient with the club, dagger, dart, hand-axe, javelin, light crossbow, quarterstaff, sickle, scimitar, spear, sling, shortbow, shortsword, unarmed strikes, and with light armor.
Spells:
A dreamer casts arcane spells from the wizard/sorcerer spell list. A dreamer may cast any spell she has Imagined, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.
To imagine or cast a spell, a dreamer must have a Charisma score of at least 10 + the spell level (Charisma 10 for 0-level spells, Charisma 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a dreamer’s spell is 10 + the spell level + the dreamer’s Wisdom modifier.
Like other spellcasters, a dreamer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the dreamer table. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).
Like a sorcerer, a dreamer knows only a small number of spells. However, each day a dreamer may change the spells she knows. When a dreamer meditates to regain her daily allotment of spells (see below), she
sends forth her muse to bring her ideas (The list of the specific socerer/wizard spells she will be able to use that day). This is called Imagining daily spells. She can cast any spell she has imagined at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level dreamer can imagine three 0-level, two 1st-level, and one 2nd-level spells. She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, etc.
If a dreamer knows any metamagic feats, she applies them to her spells when she imagines her spells for the day. For example, a dreamer might choose to imagine an empowered fire ball by using a 5th-level spell retrieved slot. Any time she uses fire ball during the ensuing day, she must use a 5th-level spell slot to cast it, and it is always empowered. A dreamer could use a 4th-level spell slot and a 5th-level spell slot to retrieve fire ball and empowered fire ball if she wanted to have both spells available to her in a day. A dreamer cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Dreamers using metamagic feats do not have an increased casting time as sorcerers do.
Each dreamer must choose a time at which she must spend 1 hour in quiet meditation to gain her daily allotment of spells by imagining a new set of spells she knows on that day.
Spells Imagined per Day
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1|—|—|—|—|—|—|—|—
2nd|3|2|—|—|—|—|—|—|—|—
3rd|3|2|1|—|—|—|—|—|—|—
4th|3|3|1|—|—|—|—|—|—|—
5th|3|3|1|1|—|—|—|—|—|—
6th|3|3|2|1|—|—|—|—|—|—
7th|3|3|2|1|1|—|—|—|—|—
8th|3|3|2|2|1|—|—|—|—|—
9th|3|3|3|2|1|1|—|—|—|—
10th|3|3|3|2|2|1|—|—|—|—
11th|3|3|3|3|2|1|1|—|—|—
12th|3|3|3|3|2|2|1|—|—|—
13th|3|3|3|3|3|2|1|1|—|—
14th|3|3|3|3|3|2|2|1|—|—
15th|3|3|3|3|3|3|2|1|1|—
16th|3|3|3|3|3|3|2|2|1|—
17th|3|3|3|3|3|3|3|2|1|1
18th|3|3|3|3|3|3|3|2|2|1
19th|3|3|3|3|3|3|3|3|2|2
20th|3|3|3|3|3|3|3|3|3|2[/table]
Class Features
Muse (Su): All dreamers have a muse, a personification of their creativity. In some sense a dreamer and her muse are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a muse is not a separate entity from a dreamer. She is the only one who can perceive or interact with her muse; It exists only inside her own mind.
A dreamer’s muse dictates the brand of signature creativity that the dreamer receives. The muse is a bit picky, demanding that the dreamer not be able to imagine any spells from two chosen schools of magic. These schools can be random or chosen by the dreamer, truly. All other schools of magic are considered “specialized schools” for the sake of relevant feats, though they do not add more spells each day as they would for a wizard.
The muse holds subconscious thought and therefore adds +1 bonus to all knowledge checks in which a dreamer has at least one rank. They also provide the Spell Penetration feat at 1st level. The muse also grants additional abilities at the 5th and 10th levels. The exact form of a muse is purely personal preference, and confers no special advantages or disadvantages.
Chastise Figments (Su): Beginning at 2nd level, a dreamer can use the intense power of her imagination to damage hostile living figments. A living figment is any aberration, fey, any creature with the incorporeal subtype, or Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7 of CD). A living figment is a creature which defies sanity, manipulates the mind and otherwise should not exist in nature.
Chastising figments is a standard action that deals 1d6 damage/dreamer level to all living figments within 30 feet of the dreamer. The affected living figments get a Will save (DC 10+ dreamer level + Wis modifier) for half damage.
When using this ability against incorporeal creatures, a dreamer does not have to roll the normal 50% miss chance—the effect hits the figments automatically. A dreamer can use this ability a number of times per day equal to 3 + her Wisdom modifier. This number increases to 5 + her wisdom modifier at level 10.
Uses of the chastise figments ability can be expended for the gain of certain dreamer tools meant to better combat nightmarish forces. All of these uses of chastise figments are supernatural abilities unless noted otherwise. These tools are as follows:
Dream Catcher: Starting at 4th level, a dreamer can create a mental barrier around herself to ward off nightmares. By expending one daily use of chastise figments, you gain the effect of protection from evil for yourself. Instead of warding against evil creatures, however, you ward yourself against living figments. Use your own caster level for the effect.
Nightmare Ward: Starting at 7th level, a dreamer can ward herself and her companions against hostile living figments. By expending three daily uses of chastise figments, the dreamers muse gears up with tougher armor and deadly weapons constructed by the dreamers imagination. The muse acts as a guardian for all creatures within the nightmare ward. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against living figments. This is a spell-like ability.
Banishment: This is a spell-like ability. At level 13, a dreamer gains the ability to send nightmares crawling by force of will. By expending 4 uses of chastise figments, a dreamer can use the spell Banishment with the following changes: Instead of extraplanar creatures, this spell-like ability only works on living figments. Instead of sending them immediately back to their home plane, they are sent to the dreamscape, where they will stay for 6d12 hours before returning to consciousness on their homeplane. When using this ability, the dreamer can add her Charisma modifier to the save DC. If, for some reason, a dreamer is subject to this ability, the dreamer may add half her dreamer levels as a bonus to her save.
Dreamtelling: Your muse, being a part of your subconscious mind, helps you to better translate and understand the meaning of dreams. This is where you take your first step into the art of dream-mastery. Gain the feat Dreamtelling (HoH pg. 122).
Detect Figments (Sp): The dreamer’s muse perceives nearby living figments. At will, the dreamer can use detect figments as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered living figments, as noted above.
Dream Wary (Ex): Starting at 4th level, a dreamer develops a continuous +2 bonus to saves against illusions and enchantments.
Listen To Your Muse (Su): At 5th level and higher, a dreamer’s muse helps her maintain control of her mind. If a dreamer is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
Unnatural Will (Ex): In the sea of your imagination and the dreamscape, there are many fear-instilling nightmares as well as fantastic wonders. Your protective muse shines a warming light for you that toughens your will against the chilling horrors of the dark. Gain the feat Unnatural Will (HoH pg 124), whether or not you meet the prerequisites.
Oneiromancy: Your imagined spells grow stronger in the dream scape. Gain the oneiromancy feat (HoH pg. 123).
Note- You do not gain the spell focus feats in the dreamscape if your muse does not allow you to cast illusion or enchantment spells.
Improved Oneiromancy: You learn at last how to harness the power of dreams and channel it into your casting. Gain the improved oneiromancy feat (HoH pg. 123). With this feat, you add the following spells to the list of spells you can imagine: 1st Level: restful slumber. 4th Level: dream walk, manifest desire, manifest nightmare. 5th Level: dreaming puppet. 7th Level: dream sight.
Muse Channeling (Su): Starting at 10th level, as a free action, a dreamer can assign her muse the task of concentrating on a spell or spell-like ability that is maintained through concentration. The dreamer can act normally while her muse concentrates on the spell. A muse can concentrate on only one spell at a time. If necessary to maintain the spell, the muse makes Concentration checks for the dreamer, using the dreamer’s normal Concentration modifier. A muse does not have to make Concentration checks for circumstances such as the dreamer taking damage. The muse itself is not present for anyone to interrupt or otherwise interact with.
Weaken Figments (Su): At 15th level and higher, a dreamer can choose to strip living figments of their defenses instead of damaging them with her chastise figments ability. When a living figment is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal living figment loses its immunity to nonmagical attacks, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.
To weaken figments, a dreamer uses her chastise figments ability but chooses to do less damage in exchange for weakening the living figments for a short time. For each 3d6 of chastise figment damage the dreamer foregoes, the affected figments are weakened for 1 round. For example, a 16th-level dreamer chastising two eladrins deals 16d6 points of damage to each eladrin, but she could choose to deal 7d6 points of damage to each eladrin and weaken them for 3 rounds. Living figments that make their Will save against the chastise figments damage are unaffected by the weakening effect (but still take half the damage).
Adventures: Most dreamers adventure because they are drawn to adventure and fantastic realms. Adventuring is only natural for one who thinks only of fantastic possibilities. In a low-magic campaign especially, dreamers are inclined to leave home in pursuit of more eventful missions.
Adaptation: Dreamers serve best in adventures saturated with dreams, enchantments, and other similar mystical themes. However, they can also serve as NPC oracles and magicians, with their enchantments and mastery of dreams. Alternatively, a dreamer might be a special or "chosen" individual hailing from a town where magic is scarce.
Charecteristics: Dreamers are very contemplative but easily distracted. By nature, they are quite usually not "here", and their state of mind often questioned. While they have as much capability for loyalty and dedication as anybody else, it is not unheard of for a dreamer to cast aside the need of his companions for the sake of pursuing a greater distraction. Dreamers are also revered and admonished for their eccentricities (Clothing, housing, mannerisms, etc.).
Alignment: Dreamers have no conventional sense of order, nor of undying codes of ethics, and as such cannot live for lawful pursuits. However, a dreamer can dream about anything at all. Many dreamers are optimists, however, and lean in the direction of kind and caring dispositions with a mild and decent sense of justice.
Religion: Many dreamers worship Sehanine Moonbow, as her gift of dreaming is the most cherished of earthly gifts. A lot of dreamers, however, practice no organized religion, but instead create their own creeds by which to live.
Background: Many dreamers simply hail from lives of boredom and run-of-the-mill average factory and farm jobs. Small towns also produce great dreamers. A true dreamer develops the will to dream as an instictive response to reject the mundane, and so lives of meaningless plain-ness will often produce the best and most free-spirited dreamers.
Races: While any race can and has adopted the dreamer practice, most prone to this life style are the humans. While they're very versatile, humans are not, by convention, extraordinary beings. This leads to a lot of discontent with "ordinary" and a craving for the supernatural and the fantastic.
Other Classes: Melee fighters can benefit greatly from assisting dreamers, and spellcasters who forgot to prepare certain spells may want to have a dreamer around. The only class that typically doesn't care for the dreamer is the beguiler. From the beguiler's standpoint, the dreamer's job is redundant and poorly done.
Role: The dreamer is only a mediocre melee combatant, but she can hurl spell after spell in a combat situation. No other character matches her ability to study a situation and customize her spell selection for offense, defense, or special purposes. Like the wizard and sorcerer, she can be a major detriment to enemy forces as well as party buffer, but she works best in environments where she can devote more spells to conjuring loyal beasts and constructing illusions from her mind, or otherwise imposing her will on the unsuspecting. In a campaign with many dream scape sequences, she also serves as a useful guide to the party; a much needed boon to their mental health.
NPC reaction:
"This cosmic dance of bursting decadence is such a wonder to behold that, withheld from our minds, twists all our hearts collectively. But if dreams can win, and they can, I'll still be here tomorrow." -Hrathgar, loyal yet insane friend of Willem Wonkar.
NPCs find dreamers to be too silly and distracted, or otherwise too naive. Still, just about every walk of life understands the importance of a dreamer ally. They're great for quickly responding to any situation, as well as fighting off nightmares. Fighters especially appreciate the buffing dreamers can provide for the whole party. Wizards don't understand and often resent the dreamer's ability to control the universe with nothing but sheer will-power.
Thoughts, comments, concerns?
http://th07.deviantart.net/fs71/PRE/i/2011/237/5/5/hey_monsters_by_sakimichan-d47t82h.jpg
"We are the music makers, and we are the dreamers of the dreams." -Willem Wonkar, Dreamsbane of the North
Description: The dreamer is an adventurer with her head in the clouds. Her level of imagination is so strong that it seeps into the world. Her ideas and musings are projected as spells imposed on the world. Between her imagined spells and her mastery of the world of dreams, the dreamer creates her own colorful flare for the party.
Abilities: The dreamer's primary casting ability is Charisma, which determines how many bonus spells they get daily, as well as the highest level of spell they can cast. To push her imagination into reality, she needs a forceful personality. Second to charisma is wisdom. Dreamers need an understanding of how reality works for their imaginings to bear greater substance, and wisdom determines the DC of spells. Constitution, Dexterity, and Intelligence otherwise are equally important to dreamers for survival and skill points.
Hit Die: d6
Alignment: non-lawful
The Dreamer
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th| 9th
1st|
+0|
+0|
+0|
+2|Muse|3|2
2nd|
+1|
+0|
+0|
+3|Chastise Figments, Dreamtelling|4|3
3rd|
+1|
+1|
+1|
+3|Detect Figments|5|4|2
4th|
+2|
+1|
+1|
+4|Dream Wary|6|5|3
5th|
+2|
+1|
+1|
+4|Listen To Your Muse, Oneiromancy|6|6|4|2
6th|
+3|
+2|
+2|
+5|Unnatural Will|6|6|5|3
7th|
+3|
+2|
+2|
+5||6|6|6|4|2
8th|
+4|
+2|
+2|
+6| Improved Oneiromancy|6|6|6|5|3
9th|
+4|
+3|
+3|
+6||6|6|6|6|4|2
10th|
+5|
+3|
+3|
+7|Muse channeling|6|6|6|6|5|3
11th|
+5|
+3|
+3|
+7||6|6|6|6|6|4|2
12th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|5|3
13th|
+6/+1|
+4|
+4|
+8||6|6|6|6|6|6|4|2
14th|
+7/+2|
+4|
+4|
+9||6|6|6|6|6|6|5|3
15th|
+7/+2|
+5|
+5|
+9|Weaken figments|6|6|6|6|6|6|6|4|2
16th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|5|3
17th|
+8/+3|
+5|
+5|
+10||6|6|6|6|6|6|6|6|4|2
18th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|5|3
19th|
+9/+4|
+6|
+6|
+11||6|6|6|6|6|6|6|6|6|4
20th|
+10/+5|
+6|
+6|
+12||6|6|6|6|6|6|6|6|6|5[/table]
The dreamer’s class skills (and the key ability for each
skill) are Concentration (Con), Craft (Int), Bluff (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (Dungeoneering) (Int), Knowledge (The Planes) (Int), Lucid Dreaming (Wis)*, Perform (Cha), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) × 4.
*- New skill in Manual of The Planes, pg. 203.
Weapon and Armor Proficiency:
A dreamer is proficient with the club, dagger, dart, hand-axe, javelin, light crossbow, quarterstaff, sickle, scimitar, spear, sling, shortbow, shortsword, unarmed strikes, and with light armor.
Spells:
A dreamer casts arcane spells from the wizard/sorcerer spell list. A dreamer may cast any spell she has Imagined, much like a bard or sorcerer can cast any spell she knows without preparing it ahead of time.
To imagine or cast a spell, a dreamer must have a Charisma score of at least 10 + the spell level (Charisma 10 for 0-level spells, Charisma 11 for 1st-level spells, and so on). The Difficulty Class for a saving throw against a dreamer’s spell is 10 + the spell level + the dreamer’s Wisdom modifier.
Like other spellcasters, a dreamer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the dreamer table. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–1: Ability Modifiers and Bonus Spells, page 8 of the Player’s Handbook).
Like a sorcerer, a dreamer knows only a small number of spells. However, each day a dreamer may change the spells she knows. When a dreamer meditates to regain her daily allotment of spells (see below), she
sends forth her muse to bring her ideas (The list of the specific socerer/wizard spells she will be able to use that day). This is called Imagining daily spells. She can cast any spell she has imagined at any time, assuming she has not yet used up her spells per day for that spell level. For example, a 3rd-level dreamer can imagine three 0-level, two 1st-level, and one 2nd-level spells. She can cast 0-level spells five times, 1st-level spells four times, and her 2nd-level spell two times in the course of the day. She might end up using the same 0-level spell five times, or one 0-level spell two times and another 0-level spell three times, etc.
If a dreamer knows any metamagic feats, she applies them to her spells when she imagines her spells for the day. For example, a dreamer might choose to imagine an empowered fire ball by using a 5th-level spell retrieved slot. Any time she uses fire ball during the ensuing day, she must use a 5th-level spell slot to cast it, and it is always empowered. A dreamer could use a 4th-level spell slot and a 5th-level spell slot to retrieve fire ball and empowered fire ball if she wanted to have both spells available to her in a day. A dreamer cannot choose to alter her spells with metamagic feats on the fly, as other spontaneous casters do. Dreamers using metamagic feats do not have an increased casting time as sorcerers do.
Each dreamer must choose a time at which she must spend 1 hour in quiet meditation to gain her daily allotment of spells by imagining a new set of spells she knows on that day.
Spells Imagined per Day
{table=head]Level|0lvl|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|3|1|—|—|—|—|—|—|—|—
2nd|3|2|—|—|—|—|—|—|—|—
3rd|3|2|1|—|—|—|—|—|—|—
4th|3|3|1|—|—|—|—|—|—|—
5th|3|3|1|1|—|—|—|—|—|—
6th|3|3|2|1|—|—|—|—|—|—
7th|3|3|2|1|1|—|—|—|—|—
8th|3|3|2|2|1|—|—|—|—|—
9th|3|3|3|2|1|1|—|—|—|—
10th|3|3|3|2|2|1|—|—|—|—
11th|3|3|3|3|2|1|1|—|—|—
12th|3|3|3|3|2|2|1|—|—|—
13th|3|3|3|3|3|2|1|1|—|—
14th|3|3|3|3|3|2|2|1|—|—
15th|3|3|3|3|3|3|2|1|1|—
16th|3|3|3|3|3|3|2|2|1|—
17th|3|3|3|3|3|3|3|2|1|1
18th|3|3|3|3|3|3|3|2|2|1
19th|3|3|3|3|3|3|3|3|2|2
20th|3|3|3|3|3|3|3|3|3|2[/table]
Class Features
Muse (Su): All dreamers have a muse, a personification of their creativity. In some sense a dreamer and her muse are one being, both knowing and seeing and experiencing the same things. Unlike a familiar, a muse is not a separate entity from a dreamer. She is the only one who can perceive or interact with her muse; It exists only inside her own mind.
A dreamer’s muse dictates the brand of signature creativity that the dreamer receives. The muse is a bit picky, demanding that the dreamer not be able to imagine any spells from two chosen schools of magic. These schools can be random or chosen by the dreamer, truly. All other schools of magic are considered “specialized schools” for the sake of relevant feats, though they do not add more spells each day as they would for a wizard.
The muse holds subconscious thought and therefore adds +1 bonus to all knowledge checks in which a dreamer has at least one rank. They also provide the Spell Penetration feat at 1st level. The muse also grants additional abilities at the 5th and 10th levels. The exact form of a muse is purely personal preference, and confers no special advantages or disadvantages.
Chastise Figments (Su): Beginning at 2nd level, a dreamer can use the intense power of her imagination to damage hostile living figments. A living figment is any aberration, fey, any creature with the incorporeal subtype, or Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7 of CD). A living figment is a creature which defies sanity, manipulates the mind and otherwise should not exist in nature.
Chastising figments is a standard action that deals 1d6 damage/dreamer level to all living figments within 30 feet of the dreamer. The affected living figments get a Will save (DC 10+ dreamer level + Wis modifier) for half damage.
When using this ability against incorporeal creatures, a dreamer does not have to roll the normal 50% miss chance—the effect hits the figments automatically. A dreamer can use this ability a number of times per day equal to 3 + her Wisdom modifier. This number increases to 5 + her wisdom modifier at level 10.
Uses of the chastise figments ability can be expended for the gain of certain dreamer tools meant to better combat nightmarish forces. All of these uses of chastise figments are supernatural abilities unless noted otherwise. These tools are as follows:
Dream Catcher: Starting at 4th level, a dreamer can create a mental barrier around herself to ward off nightmares. By expending one daily use of chastise figments, you gain the effect of protection from evil for yourself. Instead of warding against evil creatures, however, you ward yourself against living figments. Use your own caster level for the effect.
Nightmare Ward: Starting at 7th level, a dreamer can ward herself and her companions against hostile living figments. By expending three daily uses of chastise figments, the dreamers muse gears up with tougher armor and deadly weapons constructed by the dreamers imagination. The muse acts as a guardian for all creatures within the nightmare ward. The warding lasts for 10 minutes per level and otherwise functions like magic circle against evil, except it protects against living figments. This is a spell-like ability.
Banishment: This is a spell-like ability. At level 13, a dreamer gains the ability to send nightmares crawling by force of will. By expending 4 uses of chastise figments, a dreamer can use the spell Banishment with the following changes: Instead of extraplanar creatures, this spell-like ability only works on living figments. Instead of sending them immediately back to their home plane, they are sent to the dreamscape, where they will stay for 6d12 hours before returning to consciousness on their homeplane. When using this ability, the dreamer can add her Charisma modifier to the save DC. If, for some reason, a dreamer is subject to this ability, the dreamer may add half her dreamer levels as a bonus to her save.
Dreamtelling: Your muse, being a part of your subconscious mind, helps you to better translate and understand the meaning of dreams. This is where you take your first step into the art of dream-mastery. Gain the feat Dreamtelling (HoH pg. 122).
Detect Figments (Sp): The dreamer’s muse perceives nearby living figments. At will, the dreamer can use detect figments as a spell-like ability. It functions just like detect undead, except it detects creatures that are considered living figments, as noted above.
Dream Wary (Ex): Starting at 4th level, a dreamer develops a continuous +2 bonus to saves against illusions and enchantments.
Listen To Your Muse (Su): At 5th level and higher, a dreamer’s muse helps her maintain control of her mind. If a dreamer is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She only gets this one extra chance to succeed on her saving throw.
Unnatural Will (Ex): In the sea of your imagination and the dreamscape, there are many fear-instilling nightmares as well as fantastic wonders. Your protective muse shines a warming light for you that toughens your will against the chilling horrors of the dark. Gain the feat Unnatural Will (HoH pg 124), whether or not you meet the prerequisites.
Oneiromancy: Your imagined spells grow stronger in the dream scape. Gain the oneiromancy feat (HoH pg. 123).
Note- You do not gain the spell focus feats in the dreamscape if your muse does not allow you to cast illusion or enchantment spells.
Improved Oneiromancy: You learn at last how to harness the power of dreams and channel it into your casting. Gain the improved oneiromancy feat (HoH pg. 123). With this feat, you add the following spells to the list of spells you can imagine: 1st Level: restful slumber. 4th Level: dream walk, manifest desire, manifest nightmare. 5th Level: dreaming puppet. 7th Level: dream sight.
Muse Channeling (Su): Starting at 10th level, as a free action, a dreamer can assign her muse the task of concentrating on a spell or spell-like ability that is maintained through concentration. The dreamer can act normally while her muse concentrates on the spell. A muse can concentrate on only one spell at a time. If necessary to maintain the spell, the muse makes Concentration checks for the dreamer, using the dreamer’s normal Concentration modifier. A muse does not have to make Concentration checks for circumstances such as the dreamer taking damage. The muse itself is not present for anyone to interrupt or otherwise interact with.
Weaken Figments (Su): At 15th level and higher, a dreamer can choose to strip living figments of their defenses instead of damaging them with her chastise figments ability. When a living figment is weakened, it loses its spell resistance and any damage reduction overcome by magic weapons, silver or cold iron weapons, and aligned weapons (but not damage reduction overcome by adamantine weapons or not overcome by anything). In addition, an incorporeal living figment loses its immunity to nonmagical attacks, its 50% chance to ignore damage from corporeal sources, and its ability to move into or through objects.
To weaken figments, a dreamer uses her chastise figments ability but chooses to do less damage in exchange for weakening the living figments for a short time. For each 3d6 of chastise figment damage the dreamer foregoes, the affected figments are weakened for 1 round. For example, a 16th-level dreamer chastising two eladrins deals 16d6 points of damage to each eladrin, but she could choose to deal 7d6 points of damage to each eladrin and weaken them for 3 rounds. Living figments that make their Will save against the chastise figments damage are unaffected by the weakening effect (but still take half the damage).
Adventures: Most dreamers adventure because they are drawn to adventure and fantastic realms. Adventuring is only natural for one who thinks only of fantastic possibilities. In a low-magic campaign especially, dreamers are inclined to leave home in pursuit of more eventful missions.
Adaptation: Dreamers serve best in adventures saturated with dreams, enchantments, and other similar mystical themes. However, they can also serve as NPC oracles and magicians, with their enchantments and mastery of dreams. Alternatively, a dreamer might be a special or "chosen" individual hailing from a town where magic is scarce.
Charecteristics: Dreamers are very contemplative but easily distracted. By nature, they are quite usually not "here", and their state of mind often questioned. While they have as much capability for loyalty and dedication as anybody else, it is not unheard of for a dreamer to cast aside the need of his companions for the sake of pursuing a greater distraction. Dreamers are also revered and admonished for their eccentricities (Clothing, housing, mannerisms, etc.).
Alignment: Dreamers have no conventional sense of order, nor of undying codes of ethics, and as such cannot live for lawful pursuits. However, a dreamer can dream about anything at all. Many dreamers are optimists, however, and lean in the direction of kind and caring dispositions with a mild and decent sense of justice.
Religion: Many dreamers worship Sehanine Moonbow, as her gift of dreaming is the most cherished of earthly gifts. A lot of dreamers, however, practice no organized religion, but instead create their own creeds by which to live.
Background: Many dreamers simply hail from lives of boredom and run-of-the-mill average factory and farm jobs. Small towns also produce great dreamers. A true dreamer develops the will to dream as an instictive response to reject the mundane, and so lives of meaningless plain-ness will often produce the best and most free-spirited dreamers.
Races: While any race can and has adopted the dreamer practice, most prone to this life style are the humans. While they're very versatile, humans are not, by convention, extraordinary beings. This leads to a lot of discontent with "ordinary" and a craving for the supernatural and the fantastic.
Other Classes: Melee fighters can benefit greatly from assisting dreamers, and spellcasters who forgot to prepare certain spells may want to have a dreamer around. The only class that typically doesn't care for the dreamer is the beguiler. From the beguiler's standpoint, the dreamer's job is redundant and poorly done.
Role: The dreamer is only a mediocre melee combatant, but she can hurl spell after spell in a combat situation. No other character matches her ability to study a situation and customize her spell selection for offense, defense, or special purposes. Like the wizard and sorcerer, she can be a major detriment to enemy forces as well as party buffer, but she works best in environments where she can devote more spells to conjuring loyal beasts and constructing illusions from her mind, or otherwise imposing her will on the unsuspecting. In a campaign with many dream scape sequences, she also serves as a useful guide to the party; a much needed boon to their mental health.
NPC reaction:
"This cosmic dance of bursting decadence is such a wonder to behold that, withheld from our minds, twists all our hearts collectively. But if dreams can win, and they can, I'll still be here tomorrow." -Hrathgar, loyal yet insane friend of Willem Wonkar.
NPCs find dreamers to be too silly and distracted, or otherwise too naive. Still, just about every walk of life understands the importance of a dreamer ally. They're great for quickly responding to any situation, as well as fighting off nightmares. Fighters especially appreciate the buffing dreamers can provide for the whole party. Wizards don't understand and often resent the dreamer's ability to control the universe with nothing but sheer will-power.
Thoughts, comments, concerns?