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Tambourine
2014-12-15, 04:23 AM
This is pretty clumsy as of yet, but while I work on ways to better streamline it, I figured I would post what I have so far here and let people poke it apart.

The basic idea here is an enchantment/illusionist theme, with someone who's gone so far into the rabbit hole of "quasi-real" effects that they've come out the other side confused about whether they're Zhuang Zhou or the butterfly. I've tossed in some of the Occult Adventures playtest, if you're confused about the "psychic" terminology or the mind thrust/thought shield/etc multi-tier spells on the spell list.

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Alignment: Any.

Hit Die: d8.

Starting Wealth: 2d6 × 10 gp (average 70 gp).

Class Skills

The oneiromancer's class skills are Bluff, Craft, Diplomacy, Fly, Intimidate, Knowledge (arcana), Knowledge (planes), Perception, Perform, Profession, Sense Motive, Spellcraft, and Use Magic Device.

Skill Ranks per Level: 4 + Int modifier.

Class Features


Level Base Attack Bonus Fort Save Ref Save Will Save Special Reveries Known
1st +0 +0 +0 +2 Reveries, dream control, dreamland 1
2nd +1 +0 +0 +3 Turn inwards 2
3rd +2 +1 +1 +3 Messenger 3
4th +3 +1 +1 +4 Interpretation 4
5th +3 +1 +1 +4 Pocket 5
6th +4 +2 +2 +5 6
7th +5 +2 +2 +5 7
8th +6/+1 +2 +2 +6 Greater interpretation 8
9th +6/+1 +3 +3 +6 9
10th +7/+2 +3 +3 +7 Inversion 10
11th +8/+3 +3 +3 +7 11
12th +9/+4 +4 +4 +8 Greater messenger 12
13th +9/+4 +4 +4 +8 13
14th +10/+5 +4 +4 +9 Psychopomp 14
15th +11/+6/+1 +5 +5 +9 Pocket 15
16th +12/+7/+2 +5 +5 +10 16
17th +12/+7/+2 +5 +5 +10 17
18th +13/+8/+3 +6 +6 +11 18
19th +14/+9/+4 +6 +6 +11 19
20th +15/+10/+5 +6 +6 +12 20


The following are the class features of the oneiromancer.

Weapon and Armor Proficiency: Oneiromancers are proficient with all simple weapons, but not with any type of armor or shield.

Revieries: At 1st level and at every level afterwards, an oneiromancer gains a reverie from the list of options available based on her oneiromancer level. Unless otherwise noted, each reverie is a psychic spell-like ability that can be used at will. The oneiromancer's psychic caster level for her reveries is equal to her class level.

All reveries have a required oneiromancer level, and most have an effective spell level. Unless otherwise noted, a reverie's DC is determined using the kineticist's Charisma modifier, for a DC of 10 + the reverie's effective spell level + the oneiromancer's Charisma modifier. The oneiromancer uses her Charisma modifier on all concentration checks for reveries.

At 5th, 10th, and 15th levels, an oneiromancer can replace one of her reveries with another reverie of the same level. She can't replace a reverie that she used to qualify for another of her reveries.

An oneiromancer benefits in a specific way from prestige classes that have "+1 level of existing psychic spellcasting class" or "+1
level of existing spellcasting class" as a level advancement benefit. An oneiromancer taking levels in such a prestige class gains new reveries known and gains an increased caster level as though he had gained a level of oneiromancer, but doesn't advance any other oneiromancer class abilities.

An oneiromancer cannot qualify for prestige classes with spellcasting level requirements, as he never actually learns to cast spells. However, he does qualify for prestige classes with caster level requirements, or for prestige classes that require spells he can duplicate with his known reveries.

Dream Control (Ex): The oneiromancer has complete control over her dreams, and is immune to negative effects of dream-based spells like nightmare (http://www.d20pfsrd.com/magic/all-spells/n/nightmare). When affected by a spell such as dream (http://www.d20pfsrd.com/magic/all-spells/d/dream) that would communicate with her in her dreams, the oneiromancer may engage in two-way communication (but doesn't have to). If affected by something that would forcibly gather information from her dreams (such as mythic dream), the oneiromancer may choose to appear to fail any saving throws but supply false information instead.

Dreamland (Su): An oneiromancer gains a dreamland, a personal extradimensional space that functions as though she had cast lesser create demiplane (http://www.d20pfsrd.com/magic/all-spells/c/create-demiplane) on the Material Plane, except as noted. The dreamland has an area of up to ten 10-ft. cubes per oneiromancer level, increasing each time she gains a level. The dreamland is permanent and can't be dispelled. Rather than existing on the Astral Plane or Ethereal Plane, the dreamland exists inside the oneiromancer's soul, and the closest plane to the demiplane is always whatever plane the oneiromancer is on; when the oneiromancer ejects a creature from her dreamland, that creature appears in an unoccipied square adjacent to her (or the nearest possible unoccupied square).

Because of the unusual nature of a dreamland demiplane, no effect can transport an oneiromancer to her own dreamland except for her class abilities that specifically reference it. As well, no creatures or objects can enter the oneiromancer's dreamland without her permission. She is always vaguely aware of the contents of her dreamland, and can make Perception checks regarding anything in it even while not present, though at a -8 penalty.

If the oneiromancer dies, her dreamland is emptied out into the location that she died, with its terrain merging with the local terrain and features (even if grossly different from the local area, such as a dreamland themed after a forest woodland suddenly spreading throughout a stone castle), and any objects or creatures ejected into random safe locations within one mile of the location of her death. If the oneiromancer is later restored to life, she gains a new dreamland.

Once per day as she sleeps, an oneiromancer may affect her dreamland as though with create demiplane or with the morphic function of greater create demiplane.

Turn Inwards (Sp): At 2nd level, an oneiromancer may astrally visit her dreamland at will. This functions as astral projection (http://www.d20pfsrd.com/magic/all-spells/a/astral-projection), except as noted. Rather than being projected onto the Astral Plane, the oneiromancer and any companions are projected directly to her dreamland and can't travel to other planes. The oneiromancer and any companions remain faintly aware of their physical bodies and may make Perception checks in regards to their physical bodies as though blinded (though their bodies remain defenseless and helpless). Any participant may return to her physical body as a standard action.

Time spent with this ability active counts as sleep for the oneiromancer and any companions. If she wishes the oneiromancer may, use this ability when she sleeps (bringing herself and any willing creatures touched). Each participant appears to sleep naturally, and when their bodies wake the astral projection effect instantly but safely ends for that participant. When used in this way, each participant still experiences elements of normal dreams blended into their perceptions inside the oneiromancer's dreamland, giving a -2 penalty to all Perception checks but allowing use of the oneiromancer's class abilities that require sleeping or dreaming.

Interpretation (Sp): At 3rd level, an oneiromancer may interpret dreams and opens. This functions as augury (http://www.d20pfsrd.com/magic/all-spells/a/augury), except that it benefits another creature, not the oneiromancer, the oneiromancer must spend at least ten minutes with that creature discussing the creature's dreams, and it grants insight into the next 24 hours rather than the next half hour. This ability can be used at will, but may benefit each creature only once per period of sleep.

Messenger (Sp): At 4th level, once per day while an oneiromancer sleeps, she may send a message to another creature. This functions as dream (http://www.d20pfsrd.com/magic/all-spells/d/dream) with the oneiromancer as the messenger, except that the oneiromancer delivers the message while sleeping. If the target isn't asleep at some point during while the oneiromancer sleeps, the message isn't sent, but her use of this ability isn't expended for that day.

Pocket (Sp): At 5th level, by touching an object, the oneiromancer may send it to to a point in her dreamland. This functions as plane shift (http://www.d20pfsrd.com/magic/all-spells/p/plane-shift), except that it targets a single non-magical object (which allows the holder a Will save to negate the effect) or a single unattended magical object, and it sends the object to a precise location within the oneiromancer's dreamland.

The oneiromancer may also return an object from her dreamland, which functions as the normal use of this ability, except that it may target any object in her dreamland (if attended the object's holder empt a Will save to negate the effect), doesn't require touching the object, and transports the object to the oneiromancer's grip or to an adjacent unoccupied square (or the nearest unoccupied square) at her choice.

Transported objects have a maximum weight of 10 pounds per oneiromancer level; heavier objects can't be transported in either direction.

Greater Interpretation: At 8th level, when an oneiromancer uses her interpretation ability, it functions as divination (http://www.d20pfsrd.com/magic/all-spells/d/divination) rather than augury and grants insight into the next week rather than the next 24 hours.

Inversion (Sp): At 10th level, an oneiromancer may physically visit her dreamland at will. This functions as the planar travel usage of a gate (http://www.d20pfsrd.com/magic/all-spells/g/gate) spell, except as noted. The gate resembles a two-dimensional outline of the oneiromancer herself and must connect to a point in her dreamland. When the oneiromancer creates the gate, she is transported to the other side of the portal. The gate remains open as long as the oneiromancer is in her dreamland, but as soon as she passes back through or travels to a different plane, it closes. If the inversion is dispelled or the oneiromancer is killed while in her dreamland, her body immediately returns to the original plane, closing the gate.

Greater Messenger: At 12th level, the oneiromancer's ability to send dream messages becomes more potent. When she uses the messenger ability, she may send a message to a creature that isn't currently sleeping; the message arrives as soon as the recipient does sleep or dream. When she sends a dream message, the oneiromancer may also choose to add one of the follow effects to the message. Each effect has a duration of 24 hours per oneiromancer level. The recipient can attempt a Will save to negate the additional effect, but still receives the sent message.

Anxiety: The dream message is accompanied by a nightmare (http://www.d20pfsrd.com/magic/all-spells/n/nightmare) (as the spell). The Will save to negate the nightmare is adjusted as noted in the spell.

Charm: The dreamer is affected by the remembering reverie, even if the oneiromancer doesn't know that reverie.

Confusion: Whenever the dreamer sees the oneiromancer or knows she is present nearby, he becomes confused (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Confused) for 1 round per oneiromancer level.

Fear: Whenever the dreamer sees the oneiromancer or knows she is present nearby, he becomes shaken for 1 round per oneiromancer level.

Hope: Whenever the dreamer sees the oneiromancer or knows she is present nearby, he gains the benefits of heroism (http://www.d20pfsrd.com/magic/all-spells/h/heroism) for 1 round per oneiromancer level.

Psychopomp (Sp): At 14th level, when the oneiromancer uses her messenger ability, she may instead cast her mind outwards, mentally contacting extraplanar beings and spirits of the dead. By doing so, in place of sending a dream, she may use commune (http://www.d20pfsrd.com/magic/all-spells/c/commune), except that she communes with assorted spiritual and supernatural entities instead of a deity.

Greater Pocket (Sp): At 15th level, an oneiromancer may transport one or more creatures or objects to her dreamland. This functions as plane shift (http://www.d20pfsrd.com/magic/all-spells/p/plane-shift), except it can only transport the target or targets to her dreamland, it has the additional option of targeting an object instead of a creature or creatures (which allows the holder a Will save to negate the effect), sends the target or targets to the precise desired location within her dreamland, and can't be used on herself. She may also transport objects from her dreamland to herself, as with the pocket ability.

Transported objects have a maximum weight of 50 pounds per oneiromancer level; heavier objects can't be transported in either direction.

Reveries

Acting: Minimum Level: 1st. This ability functions as disguise self (http://www.d20pfsrd.com/magic/all-spells/d/disguise-self) or magic aura (http://www.d20pfsrd.com/magic/all-spells/m/magic-aura). At 4th level, it can also function as disguise other (http://www.d20pfsrd.com/magic/all-spells/d/disguise-other), and at 12th level, veil (http://www.d20pfsrd.com/magic/all-spells/v/veil).

Being: Minimum Level: 4th. This ability functions as alter self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self). At 7th level, it can also function as monstrous physique I, at 9th level, monstrous physique II, at 11th level, monstrous physique III, and at 13th level, monstrous physique IV. When she uses this ability, the oneiromancer takes the form of a core player character race (http://www.d20pfsrd.com/races/core-races) of an allowed size, regardless of type. At 7th level, she may also take the form of a featured player character race (http://www.d20pfsrd.com/races/other-races/featured-races), at 13th level, an uncoommon player character race (http://www.d20pfsrd.com/races/other-races/uncommon-races). (At the GM's discretion, the available races may be adjusted by those considered common, semi-common, or uncommon for the campaign.) The oneiromancer may only activate this ability when she sleeps or spends an hour in meditation. Its duration lasts until she next sleeps or spends an hour in meditation and she cannot dismiss it early.

When she activates this ability, the oneiromancer chooses a name (which can share at most one word with her own, such as a middle or family name), an alignment (which must be a different alignment from the last time she activated this ability), and a one-sentence background that generally fits with her current situation (but doesn't have to be sensible or sensical, such as claiming to be a moon princess visiting the world below). While this ability is active, all effects (including spells, special abilities like smite evil, and magic items) treat the oneiromancer as though she were the chosen alignment. Additionally, any statements she makes that relate to her chosen details are treated as though she were under a glibness (http://www.d20pfsrd.com/magic/all-spells/g/glibness) spell.

Concealing: Minimum Level: 4th. This ability functions as darkness (http://www.d20pfsrd.com/magic/all-spells/d/darkness). At 6th level, it can also function as blacklight (http://www.d20pfsrd.com/magic/all-spells/b/blacklight) or deeper darkness (http://www.d20pfsrd.com/magic/all-spells/d/deeper-darkness), and at 14th level, hungry darkness (http://www.d20pfsrd.com/magic/all-spells/h/hungry-darkness).

All functions of this ability are illusion (shadow) effects rather than evocations. The oneiromancer can always see through her own darkness as though it weren't there (but may choose not to if, for example, using it to block a creature's gaze attack), and isn't affected by the damage of hungry darkness. Effects such as true seeing (http://www.d20pfsrd.com/magic/all-spells/t/true-seeing) allow a Will save to see through the imposed darkness. With the successful save, the user can see through the darkness as though it were one step brighter. A failed save means the user recognizes that the darkness is an illusion, but can't see through it. The first time a target would be damaged by a usage of this ability, it may make a Will save to disbelieve; success negates all damage from that usage of the ability against them.

Conjuring: Minimum Level: 8th. This ability functions as shadow conjuration (http://www.d20pfsrd.com/magic/all-spells/s/shadow-conjuration). At 14th level, it can also function as greater shadow conjuration, and at 18th level, shades.

Consuming: Minimum Level: 6th. This ability functions as dispel magic (http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic). At 12th level, it can also function as greater dispel magic (http://www.d20pfsrd.com/magic/all-spells/d/dispel-magic), and at 18th level, mage's disjunction (http://www.d20pfsrd.com/magic/all-spells/m/mage-s-disjunction). Whenever the oneiromancer dispels another caster's spell with this ability, she regains 1 hit point per level of the spell.

Enlightening: Minimum Level: 1st. This ability functions as light (http://www.d20pfsrd.com/magic/all-spells/l/light). At 4th level, it can also function as burst of radiance (http://www.d20pfsrd.com/magic/all-spells/b/burst-of-radiance), at 6th level, daylight (http://www.d20pfsrd.com/magic/all-spells/d/daylight), at 8th level, wandering star motes (http://www.d20pfsrd.com/magic/all-spells/w/wandering-star-motes), at 10th level, wall of light (http://www.d20pfsrd.com/magic/all-spells/w/wall-of-light), and at 12th level, chains of light (http://www.d20pfsrd.com/magic/all-spells/c/chains-of-light).

All uses of this ability except for wandering star motes are illusion (shadow) effects rather than evocations. The first time a target would be damaged or gain negative levels from a usage of this ability, it may make a Will save to disbelieve; success negates all damage and negative levels from that usage of the ability against them. When used as chains of light, the targeted creature may make a Will save in addition to each Reflex save; success on either ends the effect.

Falling: Minimum Level: 12th. With a successful touch attack, the oneiromancer can affect a creature as though with reverse gravity (http://www.d20pfsrd.com/magic/all-spells/r/reverse-gravity), except that she may designate any direction, not just upwards, and instead of having a limited area, the creature experiences gravity pulling it in that direction until the duration ends. A successful Will save negates the effect.

Flowing: Minimum Level: 8th. This ability functions as dimension door (http://www.d20pfsrd.com/magic/all-spells/d/dimension-door), except that it can be used as a move action, has a range of short (25 feet plus 5 feet per 2 levels), and the oneiromancer can take other actions after using it.

Flying: Minimum Level: 6th. This ability functions as fly (http://www.d20pfsrd.com/magic/all-spells/f/fly), except it grants perfect maneuverability and has a duration that lasts until dismissed. While the oneiromancer is flying, any creature that approaches within her reach must make a Will save or become nauseated as long as it remains within the oneiromancer's reach.

Hiding: Minimum Level: 1st. This ability functions as i (obscuring mist)[http://www.d20pfsrd.com/magic/all-spells/o/obscuring-mist][/i]. At 4th level, it can also function as fog cloud (http://www.d20pfsrd.com/magic/all-spells/f/fog-cloud), and at 8th level, solid fog (http://www.d20pfsrd.com/magic/all-spells/s/solid-fog). All functions of the ability are illusion (shadow) effects, not conjurations, and are unaffected by wind and can be cast underwater. When used as solid fog, a creature affected by the fog can attempt a Will save to ignore the attack prevention and movement impediment qualities of it.

Imitating: Minimum Level: 6th. This ability functions as fearsome duplicate (http://www.d20pfsrd.com/magic/all-spells/f/fearsome-duplicate). At 8th level, it can also function as lesser simulacrum (http://www.d20pfsrd.com/magic/all-spells/s/simulacrum), and at 14th level, project image (http://www.d20pfsrd.com/magic/all-spells/p/project-image) or simulacrum (http://www.d20pfsrd.com/magic/all-spells/s/simulacrum). When this ability is used as a simulacrum spell, the oneiromancer must supply material components of the appropriate value, but they don't need to be the same kind as required by the spell.

Opening: Minimum Level: 8th. This ability functions at id insinuation I. At 11th level, it can also function as id insinuation II, at 13th level, id insinuation III, and at 15th level, id insinuation IV.

Refusing: Minimum Level: 4th. This ability functions as thought shield I. At 7th level, it can also function as thought shield II, at 9th level, thought shield III or intellect fortress I, at 11th level, thought shield IV or intellect fortress II, and at 13th level, thought shield V or intellect fortress III. When used as an intellect fortress spell, this ability only benefits your allies.

If the oneiromancer has alternating active when she uses this ability as a thought shield spell, she may choose, instead of supplying no information to thought-reading effects or stunning their user, supplying false information consistent with the details she's chosen foralternating.

Remembering: Minimum Level: 1st. This ability functions as charm person (http://www.d20pfsrd.com/magic/all-spells/c/charm-person). At 9th level, it can also function as charm monster (http://www.d20pfsrd.com/magic/all-spells/c/charm-monster). When the oneiromancer charms a creature with this ability, she may affect that creature as though she had successfully cast modify memory (http://www.d20pfsrd.com/magic/all-spells/m/modify-memory) on it up to one time per three levels, but only to insert herself into its memories. The oneiromancer can only have up to one creature per three levels charmed at a time with this ability. If she charms more, the effect ends on the longest-charmed creature.

Rewriting: Minimum Level: 10th. This ability functions as baleful polymorph (http://www.d20pfsrd.com/magic/all-spells/b/baleful-polymorph), except that instead of transforming the subject into an animal, the oneiromancer transforms it into another creature of its existing size and type (with effects as per alter self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self), beast shape IV (http://www.d20pfsrd.com/magic/all-spells/b/beast-shape), elemental body IV (http://www.d20pfsrd.com/magic/all-spells/e/elemental-body), form of the dragon III (http://www.d20pfsrd.com/magic/all-spells/f/form-of-the-dragon-i), giant form II (http://www.d20pfsrd.com/magic/all-spells/g/giant-form-i), monstrous physique IV (http://www.d20pfsrd.com/magic/all-spells/m/monstrous-physique-i), plant shape III (http://www.d20pfsrd.com/magic/all-spells/p/plant-shape-i), undead anatomy IV (http://www.d20pfsrd.com/magic/all-spells/u/undead-anatomy-i), or another polymorph spell as appropriate for size and type). If the subject fails the Will save, rather than the effects noted in baleful polymorph, the oneiromancer chooses a new name, alignment, and one-sentence background for the creature. It gains the new alignment and it believes the chosen name and background to be true, though its general personality doesn't change (but may be affected by its new alignment). If given a background favorable to the oneiromancer, it believes itself to be her ally.

A transformed subject can attempt a second Fortitude saving throw at its original save bonus 24 hours after being transformed to spontaneously resume its normal form and, if it failed the Will save, alignment and mentality. If this second Fortitude save fails, it remains in its new form.

Riding: Minimum Level: 6th. This ability functions as phantom steed (http://www.d20pfsrd.com/magic/all-spells/p/phantom-steed), except as noted. The oneiromancer may conjure or dismiss the steed as a swift action. When the oneiromancer conjures the steed she may choose to make it a size suitable for her to ride (such as a Medium steed for a Small oneiromancer), and she may choose to customize its general appearance to resemble any roughly horse-shaped creature of the appropriate size category (such as an elk or camel), though it remains obviously magical. Its duration lasts until dismissed. The steed is immune to attacks, which pass harmlessly through it (but may still target the rider, rendering the cover ride action useless), except for dispel effects.

Seeing: Minimum Level: 4th. This ability functions as see invisibility (http://www.d20pfsrd.com/magic/all-spells/s/see-invisibility), except as a constant effect the oneiromancer may activate or deactivate as a swift action. At 10th level, it can also function as true seeing (http://www.d20pfsrd.com/magic/all-spells/t/true-seeing). While this ability is active, the oneiromancer's eyes bear obviously unnatural markings, such as black sclera or kaleidoscope irises.

Showing: Minimum Level: 1st. This ability functions as ghost sound or silent image. At 4th level, it can also function as minor image (http://www.d20pfsrd.com/magic/all-spells/m/minor-image), at 6th level, major image (http://www.d20pfsrd.com/magic/all-spells/m/major-image), and at 10th level, false vision (http://www.d20pfsrd.com/magic/all-spells/f/false-vision).

Slaying Minimum Level: 4th. This ability functions as phantasmal killer (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer), except that it has a range of short (25 feet plus 5 feet per 2 levels), and instead of slaying the target, it deals 8 points of Wisdom damage and 8 points of Dexterity damage (4 points each on a successful Fortitude save). At 8th level, it can also function as the normal usage phantasmal killer (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-killer), at 14th level, phantasmal revenge (http://www.d20pfsrd.com/magic/all-spells/p/phantasmal-revenge), and at 18th level, weird (http://www.d20pfsrd.com/magic/all-spells/w/weird).

Stilling: Minimum Level: 8th. This ability functions as dimensional anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor). It can be used as an immediate action.

Understating: Minimum Level: 1st. This ability functions illusion of calm (http://www.d20pfsrd.com/magic/all-spells/i/illusion-of-calm). At 4th level, it can also function as blur (http://www.d20pfsrd.com/magic/all-spells/b/blur), at 6th level, displacement (http://www.d20pfsrd.com/magic/all-spells/d/displacement), and at 12th level, mislead (http://www.d20pfsrd.com/magic/all-spells/m/mislead).

Unearthing: Minimum Level: 8th. This ability functions as hallucinatory terrain (http://www.d20pfsrd.com/magic/all-spells/h/hallucinatory-terrain). At 10th level, it can also function as mirage arcana (http://www.d20pfsrd.com/magic/all-spells/m/mirage-arcana).

Walking: Minimum Level: 12th. This ability functions as shadow walk (http://www.d20pfsrd.com/magic/all-spells/s/shadow-walk), except that instead of traveling at the edge of the Plane of Shadow, the oneiromancer and any companions travel physically through the metaphysical region of dreams, which has the same planar traits as the astral plane plus the wild magic trait. In the region of dreams, the oneiromancer moves through a menagerie of thoughts, desires, and phantoms created by the minds of dreamers everywhere. She may gain the benefit of her greater interpretation ability once per journey and benefit herself with it rather than another creature.

Traveling the Material Plane works as noted in the spell, but instead of being able to travel to planes that border on the Plane of Shadow, the oneiromancer and any companions can travel to planes that border on the Astral Plane. Any companions that wander off into the region of dreams without the oneiromancer (or are abandoned by her) become lost and can't return to material existence without the aid of another creature that can travel in dreams.

Waking: Minimum Level: 18th. This ability functions as shapechange (http://www.d20pfsrd.com/magic/all-spells/s/shapechange).

Weaving: Minimum Level: 8th. This ability functions as minor phantom object (http://www.d20pfsrd.com/magic/all-spells/m/minor-phantom-object). At 10th level, it can also function as major phantom object (http://www.d20pfsrd.com/magic/all-spells/m/major-phantom-object). The oneiromancer may make a Spellcraft check in place of any Craft check required even if not a gnome.

Wielding: Minimum Level: 1st. This ability functions as shadow weapon (http://www.d20pfsrd.com/magic/all-spells/s/shadow-weapon), except as noted. It has a duration that lasts until dismissed. The weapon gains all the benefits of dazzling blade (http://www.d20pfsrd.com/magic/all-spells/d/dazzling-blade); reactivating the dazzling blade effect after discharged requires a standard action. Against a target that disbelieves, the weapon's base damage becomes 1, but the oneiromancer still applies any enhancement bonus, Strength, and other bonuses. The oneiromancer may shape a ranged weapon she is proficient with instead of a melee weapon, which can and must be used without ammunition. The weapon has an enhancement bonus of +1 per four levels (+1 at 4th, +2 at 8th, etc). At 4th level, the weapon gains the agile (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/agile) property if a melee weapon (and may be used with Weapon Finesse even if it's the wrong kind of weapon), or the cyclonic (http://www.d20pfsrd.com/magic-items/magic-weapons/magic-weapon-special-abilities/cyclonic) property if a ranged weapon. At 8th level and at each four levels afterwards (12th, 16th, etc), the oneiromancer may add one of these properties to the weapon: flaming, frost, keen, merciful. At 8th level, disbelief no longer reduces the weapon's base damage against a target, and the weapon is no longer subject to spell resistance, but disbelief does make the weapon's special properties have no effect against a target.

Tambourine
2014-12-15, 04:30 AM
Changelog

Gutted and reworked the entire thing. Geez.

Roadie
2014-12-15, 12:26 PM
Here's my thoughts on it right now:

- Remove the summon monster uses. Instead, use specific astral constructs, or maybe mini-eidolons in the style of Broodmaster Summoner.

- Mantle would be replaced by a custom polymorph-type ability that would allow using the form of any of the constructs in the character's "library", granting some suitably balanced subset of abilities that scales based on level.

This way, it gets the double-use mentioned without having to cross-reference existing polymorph spells against summon monster spells, and the entire thing works off a single list of monster abilities.

This is similar to stuff I've thought through but not finished before, though that was with specific dual-purpose summon/polymorph astral construct variant psionic powers.

Tambourine
2014-12-15, 05:22 PM
Edit: Removed as now irrelevant.

Tambourine
2014-12-25, 11:34 PM
It turns out I was actually super unsatisfied with this, so I gutted the entire thing and redid it from the ground up.

I'm still unsure about a lot of this, but I like it a lot better than the previous attempt. I still need to add reveries for summoning effects and fill out the class features, though.