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ArcanistSupreme
2015-02-23, 01:19 AM
The Dreamweaver

http://fc08.deviantart.net/fs71/i/2013/124/c/b/dream_by_topmystic-d64260r.jpg

All of our dreams can come true, if we have the courage to pursue them.

-Walter, a Dreamweaver

DREAMWEAVER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Dreams Known
Aura Radius


1st

+0

+0

+0

+2
Dreaming, Aura

1

10 ft


2nd

+1

+0

+0

+3
Raven Companion

2

20 ft


3rd

+2

+1

+1

+3
Pouch of Dreams

2

20 ft


4th

+3

+1

+1

+4
Oneiromancy (dream missive)

2

20 ft


5th

+3

+1

+1

+4


3

30 ft


6th

+4

+2

+2

+5
Dream Onset

3

30 ft


7th

+5

+2

+2

+5
Oneiromancy (autoscopy)

3

30 ft


8th

+6/+1

+2

+2

+6
True Dreamer

4

40 ft


9th

+6/+1

+3

+3

+6
Oneiromancy (shared dream)

4

40 ft


10th

+7/+2

+3

+3

+7
False Awakening

4

40 ft


11th

+8/+3

+3

+3

+7


5

50 ft


12th

+9/+4

+4

+4

+8
Lucid Dreams

5

50 ft


13th

+9/+4

+4

+4

+8
Oneiromancy (slumberous vision)

5

50 ft


14th

+10/+5

+4

+4

+9


6

60 ft


15th

+11/+6/+1

+5

+5

+9
Manifest Dreaming

6

60 ft


16th

+12/+7/+2

+5

+5

+10
Waking Dream

6

60 ft


17th

+12/+7/+2

+5

+5

+10
Oneiromancy (somnolent insight)

7

70 ft


18th

+13/+8/+3

+6

+6

+11


7

70 ft


19th

+14/+9/+4

+6

+6

+11


7

70 ft


20th

+15/+10/+5

+6

+6

+12
Lord of Dreams

8

80 ft



Weapon and Armor Proficiencies
A dreamweaver is proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, and whip. They are proficient with light armor, but not with shields.

Dreaming (Su)
A Dream is begun as a move action. Once a Dream is begun, the dreamweaver immediately gains its benefit. A dreamweaver continues to gain the benefit of a typical Dream as long as she continues the Dream, which requires no further action on her part. Some Dreams give a benefit only when certain conditions are met. A Dream might grant a bonus when only if the targets move, or stand still, or if they attack a flat-footed opponent. A dreamweaver cannot begin a Dream that is being continued.

It requires a move action to end one Dream and begin another, or a dreamweaver can choose to simply end her current Dream without beginning another. At the start of her turn, she might be in a Dream that grants her a bonus on damage rolls. You could make your attacks gaining the Dream's bonus then use a move action to switch to a stance that gives you a bonus to AC.

A Dream ends if the dreamweaver is rendered helpless for any reason, other than falling asleep. If she later recovers, a move action must be used to begin a new Dream. Once a Dream has ended for any reason, the dreamweaver must wait 5 minutes before she can begin that Dream again.

While any given Dream varies from the rest, they share some similar traits. They are always Supernatural abilities, and when they reference a difficulty class for an imposed saving throw, that saving throw is always calculated as 10 + 1/2 dreamweaver level + Charisma modifier, unless otherwise stated. When a Dream references a "level" that is not clearly defined in some other way, such as "character level", it refers to "class level" as in the number of levels one has in the Dreamweaver class. For any effect produced by a Dream, treat the dreamweaver’s class level as her caster/manifestor/initiator/etc. level. When a Dream references "allies", it specifically does not refer to the dreamweaver using it. When a Dream grants a feat or the benefits of a feat, it is regardless of whether the dreamweaver or any other targets meet the prerequisites for that feat (unless otherwise stated). A Dream can only affect targets within the radius of the dreamweaver’s aura, and any other effects that a Dream produces must also be manifested within the boundaries of her aura.

A Dream consists of three parts. A dreamweaver may initially only access the Dreamscape of a dream. The Dreamscape is the framework of a Dream, upon which the dreamweaver sculpts and shapes dreamstuff into concepts and creations that bleed over into reality. The benefits of the Dreamscape last as long as that Dream is the dreamweaver’s active Dream and for a number of rounds equal to her Wisdom modifier (minimum 1) once the Dream has ended.

At sixth level, the dreamweaver knows how to slip even more of the dreaming into the waking world. This grants her access to a Dream’s Onset, which starts when a Dream is begun and lasts for a number of rounds equal to her Wisdom modifier (minimum 1) unless stated otherwise.

Dreams and reality intertwine, overlap, and coalesce until none but the dreamweaver can tell the difference. The ability of the Lucid Dream is unlocked by dreamweavers of 12th level or higher. Using a Lucid dream immediately ends the Dream and any effects created by that Dream’s Dreamscape or Onset, even if there is time remaining for the effects (this supersedes a Dream lasting for additional rounds equal to her Wisdom modifier). The Lucid Dream then takes effect, as described in that section of each Dream. Once a Dream has been ended by a Lucid Dream, the dreamweaver may not begin that Dream again until she has slept for 8 hours.

At first level, second level and every three levels thereafter, the dreamweaver discovers a new Dream. Every time she gains a new Dream, she may also choose to replace a Dream that she has with a different Dream. She loses access to the old Dream and may use the new one in its place.

Aura (Su)
The dreamweaver has a particularly powerful aura, equivalent to that of an aligned outsider of her alignment with HD equal to her class level (see detect evil). This aura is where the boundaries between dreams and reality are worn thin by the presence of the dreamweaver, and within its radius, she may create a number of strange and wondrous effects. It is centered on the dreamweaver and begins with a radius of 10 ft, then expands by 10 ft at second level and every three levels thereafter.

Raven Companion (Ex)
Traversing the world of dreams can be a lonely business, and even the most introverted dreamweavers are driven to seek companionship in the infinity of dreams. This companion comes to them in a dream. How this meeting occurs and what form this companion takes in the dreaming varies as wildly as any dream, but upon waking the dreamweaver finds the companion perched by her bed in the form of a raven.

This raven is treated as a familiar with the following changes:

Should the raven die, the raven comes again to the dreamweaver as she dreams one week later, requiring no special ritual.
To use the scry on familiar ability, the dreamweaver must sleep, and the effect is treated as if she is using Oneiromancy.

This familiar enters the dreamweaver's dreams each night, where it assists her with her business in the dreaming, and returns to her side when she wakes. While in her dreams, the familiar is not physically present in the material world, and when it reappears it does so in any square within the dreamweaver's aura. In the dreaming, the raven may take another form (if it does so, it always takes the same form), although its statistics never change, should that become relevant.

Pouch of Dreams (Su)
Borrowing from the endless possibility of the dreaming, the dreamweaver has learned how to make the transient and ephemeral manifest. The first time she sleeps upon reaching third level, she has a dream about collecting the infinite into a small, leather pouch. Perhaps she plucks each star from the sky, collects every droplet of water one by one, or maybe she gathers all the grains of sand in the multiverse. No matter the shape of the dream, she wakes the next morning clutching this pouch in her hands.

By reaching into this pouch and casting its contents into the face of a creature, she sends that creature to sleep. To do so, she makes a ranged touch attack as a standard action that does not provoke attacks of opportunity. The maximum range for this attack is the radius of the dreamweaver’s aura. The creature sleeps for one hour per the dreamweaver’s class level, and the sand has no effect on creatures with more HD than her class level plus one-half the combined total of her other class levels and racial HD. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This may affect unconscious creatures, but not undead or constructs.

Alternatively, as a full round action that provokes attacks of opportunity, she may draw forth a mundane, nonalchemical item of up to 5 cubic feet in size made of the same material as the contents of her pouch. This item functions as a normal item of its type; a hammer can be used as a hammer, a waterskin is as watertight as a real waterskin, and so forth. To create each item, the dreamweaver must make a Craft (sculpture) check with a DC equal to the DC of crafting the item she wishes to create. Creatures are entitled to make a Perception check versus the dreamweaver’s Craft (sculpture) result to realize that the items are counterfeit. While these items have the physical properties of the real items, they lack any other properties; wood created this way does not burn, food does not nourish, and the like. She may only create one such item at a time; drawing a new item forth causes the previous one to crumble to nothing, as does removing the item from the dreamweaver’s aura.

Other creatures are unable to use the dreamweaver’s pouch. Should the pouch ever leave her possession for more than 24 hours, it fades to nothing at the next dawn, reappearing in her hands as it did the first time it came to her.

Oneiromancy (Su)
Dreams are full of mystery and chaos, but the dreamweaver knows that underneath it all lies a deep symbolism and meaning. She learns bit by bit how to read these omens and portents. Once each night while she sleeps, a dreamweaver may use one form of Oneiromancy. She must sleep for eight hours, and the effect takes place at the beginning of the eighth hour. She may break up this sleep if she chooses or is woken up, but the effect always takes place at the beginning of the eighth hour, and if she receives less than eight hours of sleep in a 24-hour period, she must start her sleep over from the beginning. As she becomes more skilled and knowledgeable of the dreamworld, she gains more options for her Oneiromancy. In the dreaming, she may take any form she chooses (although her actual statistics never change, should this be relevant), and all that meet her in the dreaming recognizes her instantly should they meet her undisguised in the material world.

The dreamweaver sends a message to another creature in the form of a dream. Before she goes to sleep, she must name the recipient or identify him by some title that leaves no doubt as to identity. As the dreamweaver sleeps, she recites the message as she intends the creature to hear it. The message then turns into a scroll, which the dreamweaver ties to the leg of her raven companion (or simply gives it to her raven companion, if it takes a form other than a raven in the dreaming), who then delivers the message to the intended recipient's dreams. Upon delivery, the scroll reverts to a vivid image of the dreamweaver, who then delivers the message. If the recipient is asleep at the time this occurs, he receives the message instantly, otherwise he receives it the next time that he sleeps.

The message can be no longer than 20 words, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the familiar glean any information by observing the dreams of the recipient.

Creatures who don't sleep or don't dream cannot be contacted by this ability.

The dreamweaver knows that out of body experiences need not be limited to the dreaming, and she may take full advantage of this as she sleeps. As the eighth hour of her sleep begins, her mind slips free of her body and may wander the physical world. Her mind takes any form that she could take in the dreaming, although it is invisible and no more than 1 inch tall or wide. Her mind travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as she would see if the dreamweaver were there, and the dreamweaver remembers everything that her mind sees when she wakes.

Her mind can travel in any direction as long as she sleeps. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. Her mind can't enter another plane of existence, even through a gate or similar magical portal. Her mind is treated as a magical effect with a spell level equal to 1/2 her level with a caster level equal to her level. Should her mind be dispelled or suppressed (such as by an antimagic field), the Autoscopy immediately ends and the dreamweaver wakes up, although she still remembers everything she saw.

Although invisible, children of any race (no older than the human equivalent of 10) and animals can see the dreamweaver's mind. Sleeping creatures can sense its presence and incorporate her image into their dreams. Should these sleeping creatures later meet her in the material world when she is undisguised, they will recognize her as someone who is vaguely familiar, but will not remember where they saw her or who she is. Children and animals are unable to connect the dreamweaver to her mind, although they too feel a vague sense of familiarity.

At level nine, the dreamweaver has discovered how to follow her raven companion into the dreams of others. Before she goes to sleep, she must name the creature she wishes to contact or identify him by some title that leaves no doubt as to identity. When the eighth hour of her sleep arrives, her raven companion leads her to the dreams of the other creature. The dreamweaver, her raven companion, and the other creature may then converse as long as they wish, and all parties remember the conversation vividly upon waking.

The time that passes in the material world is the same as the time they spend conversing in the dreaming. Should either the dreamweaver or the other creature wake up at any point during this conversation, this effect immediately ends, although both remember what happened up to that point. If the other creature is awake when the Shared Dream begins, the dreamweaver can choose to wake up (ending the effect) or remain asleep. By choosing to remain asleep, she sleeps until the other creature goes to sleep, then enter the recipient's dream as normal. She is aware of how much time passes in the real world, and may wake at any time. While sleeping in this fashion, she is unaware of her surroundings or of the activities around her, although she hears the voice of any creature that touches her and speaks.

A creature unwilling to converse with the dreamweaver is under no obligation to do so, although she may attempt to interact with it via Bluff, Diplomacy, Intimidate, and Sense Motive (no other abilities may be used or actions taken in the dreaming during the use of Shared Dream). Should the creature wish, it may wake up ten minutes after the dreamweaver has entered its dreams, ending this effect.

Creatures who don't sleep or don't dream cannot be contacted by Shared Dream.

Truth lies scattered about the dreaming, if only one knows where to look. At 13th level, the dreamweaver knows where to look. Slumberous Vision brings to mind legends about an important creature, place, or thing. If the creature or thing is within her aura, or if she is in the place in question, that night the dreamweaver dreams of stories (if any) about the creature, place, or things, which she recalls upon waking. If she has only detailed information on the creature, place, or thing, she must use Slumberous Vision each night for a fortnight, and at the beginning of the eighth hour on the fourteenth night of sleep, the snippets and images that have been percolating on the edges of her dreams coalesce into those same stories. If she knows only rumors of the creature, place, or thing, she must use Slumberous Vision each night for three months, and at the beginning of the eighth hour on the last night of sleep, her dreams of the last three months come together to form stories. These may be stories that are still current, stories that have been forgotten, or even information that has never been generally known. If the creature, place, or thing has never had any stories told about it by itself or others, the dreamweaver instead dreams of vague and incomplete stories that were never written, although the images and symbolism of this dream is often enough to lead her to more information in the material world.

By 17th level, the dreamweaver has learned to sift through the dreams of others, from animals to men, from dragons to gods, and to glean valuable insight from what she sees. While she sleeps, she sends her spirit to roam the dreaming, enabling her to gain the answer to one question for each hour she sleeps, up to a maximum number of questions equal to half of her class level per day. The answers appear as symbols and emotions that the dreamweaver instinctively understands, but they translate only as brief, one-word answers such as “yes,” “no,” “king,” “dragon,” or “unknown.” Questions not answerable by one word result in only silence from the dreaming, and no answer is gained. The dreamscape is a vast and fickle place, even for a dreamweaver, so there is a chance for her to come back with no answer at all or even false information. For each question asked, the DM rolls secretly and gives an answer based on the following table:



D%
Answer


01-75
True


76-85
Unknown


86-98
False


99-100
Random



True: The dreamweaver receives a true, one word answer.
Unknown: The dreamweaver is unable to discover the answer, although she may ask the question again in subsequent hours of dreaming.
False: The dreamweaver receives a false, one word answer.
Random: The dreamweaver receives an answer from the following list, determined at random: yes, no, maybe, murder, lies, mountain, dragon, gold, sky, river, city, kingdom, betrayal, desire, happiness, day, diamond, trap, victory, tomb. Further words may be added to or subtracted from the list by the DM.

True Dreamer (Ex)
A dreamweaver of eighth level has gained control of her dreams to the point that she is immune to any outside influences on her sleep and dreaming. She is immune to any effect that would cause her to fall asleep, magical or otherwise, although she may still choose to sleep if she desires to. She is also unaffected by any spell or effect that requires the target to sleep, such as curse of burning sleep or nightmare.

False Awakening (Ex)
The dreamweaver is never truly separated from the world of dreams, and the dreams she offers are all the more vivid for it. At tenth level, a dreamweaver may have begin a second Dream without ending her first Dream. If she begins a third, she may choose which of these two Dreams to end.

Manifest Dreaming (Su)
Free genesis spell. Raven companion may create door from any plane that leads to the demiplane. The demiplane is a featureless gray plain until occupied by the dreamweaver. At that point, it becomes whatever terrain she desires, and all of the demiplane is considered to be within her aura.

Waking Dream (Su)
Bring all creatures within aura to the dreamweaver’s demiplane. Will save to negate.

Lord of Dreams (Su)
The dreamweaver becomes an outsider native to her demiplane. Should she die on her demiplane, she is resurrected one week later as by the spell true resurrection. She is still able to sleep if she so desires, although she has no need to.


Current Goals:

Fluff!
Finish typing up the things in my head
More Dreams
Feats
Archetypes (lowest priority, not my forte)


Prefer Google Documents? Have a link! (https://docs.google.com/document/d/1TDh1gDPH6t95L2qwYvgogkJn9MjuyF0J4F4U5PtWUJo/edit?usp=sharing)

ArcanistSupreme
2015-02-23, 01:22 AM
DREAMS
Community
Dreamscape - The dreamweaver and her allies gain a bonus to Initiative and Perception checks equal to the dreamweaver’s level divided by three (minimum 1).
Onset - The dreamweaver and her allies gain the benefits of the Lookout teamwork feat. This effect lasts until the next time the dreamweaver rolls Initiative, rather than the typical duration of active dream effects. However, allies must be within range of the dreamweaver’s aura at the time Initiative is rolled to receive the benefits.
Lucid Dream - The dreamweaver and all allies gain telepathy out to a range of the dreamweaver’s aura radius and blindsight as a supernatural ability with a range equal to half of the aura radius for a number of minutes equal to the dreamweaver’s level. Allies need not remain in her aura radius to continue benefiting from this effect.

Conviction
Dreamscape - The dreamweaver and her allies gain a bonus to Diplomacy checks involving creatures that share one or more aspects of alignment with the character making the check equal to half of the dreamweaver’s level (minimum 1). Similarly, they gain the same bonus to Bluff, Intimidate, and Sense Motive checks involving creatures of a diametrically opposed alignment on at least one axis. In addition, they gain a morale bonus on damage rolls equal to one-fourth of the dreamweaver’s level against creatures with a diametrically opposed alignment on at least one axis.
Onset - The weapons wielded by the dreamweaver and her allies gain one of the following properties (chosen by the dreamweaver for each target when the Dream begins): anarchic, axiomatic, holy, or unholy.
Lucid Dream - As a standard action, the dreamweaver forces a creature to view the world from the perspective of the dreamweaver’s own dreams and subconscious. Being confronted with this point of view forces the target to make a Will save; failure means it is affected by geas, as the spell, as it is unable to rid itself of the thoughts, desires, hopes, and emotions of the dreamweaver for the duration.

Hellscape
Dreamscape - Enemies that enter the dreamweaver’s aura find themselves assaulted by foul smells, unsettling sounds, and a general feeling of malaise. Each round they must make a Fortitude save or be sickened for as long as they remain in the aura.
Onset - The dreamweaver reaches into her psyche and pulls forth the slithering, crawling, flying creatures of nightmares. This creates one swarm for every two levels, either of bats, rats, spiders, snakes, or water striders. These swarms may be created anywhere within the radius of the dreamweaver’s aura, but should they leave the aura they vanish instantly. These swarms will only attack the dreamweaver’s enemies, and ignore her allies entirely.
Lucid Dream - As a standard action, the dreamweaver causes a living creature to catch it’s breath, rendering it unable to speak or breathe. If it fails a Fortitude save, it begins to suffocate. Nothing short of limited wish, miracle, and wish can allow the creature to resume breathing. Even if it succeeds on this saving throw, the creature takes 1d6 points of Constitution damage and is unable to speak for one round.

Hidden
Dreamscape - The dreamweaver and her allies gain a bonus to Stealth checks equal to one-half her level. In addition, any creature affected by this Dream may use the Stealth skill to hide even while being observed.
Onset - The dreamweaver and her allies slip back and forth between reality and the world of dreaming, giving them a 10% miss chance for every four levels the dreamweaver has.
Lucid Dream - As a standard action, the dreamweaver cloaks herself and all allies within her aura with the effects of greater invisibility. Allies need not remain within her aura to retain the benefits.

Impervious
Dreamscape - The dreamweaver and her allies are cloaked in shimmering dreamstuff, granting them a deflection bonus to AC equal to her level divided by four.
Onset - By incorporating bits of dreamstuff in clothing, armor, and her allies themselves, she bestows energy resistance (to an element chosen when the dream is begun) equal to her level times two upon herself and her allies. This also grants each of the targets DR/silver equal to her level divided by two.
Lucid Dream - As a standard action, the dreamweaver grants herself or an ally spell resistance equal to her level + 5 for a number of minutes equal to her level. This spell resistance, unlike spell resistance gained from other sources, may be voluntarily lowered at any time as a free action, even if it is not that creature’s turn (this is not an immediate action), though the creature must be conscious in order to do so. It may only be raised or lowered this way once per turn. In addition, should this spell resistance be overcome by a targeted spell, spell-like ability, power, or the like, the target of the effect instead becomes the caster if the spell level is less than or equal to the dreamweaver’s level divided by two (higher level spells and effects affect the target normally). Should this occur, all benefits of this Dream end immediately.

Might
Dreamscape - Whenever the dreamweaver or her allies are subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them. They are also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty. However, their space and reach remain those of a creature of their actual size. These benefits stack with the effects of powers, abilities, and spells that change the subject's size category. This effective size increases by one at 12th level and again at 18th level for a total of three effective size increases.
Onset - The dreamweaver and her allies gain the benefits of either Improved Bull Rush, Improved Disarm, Improved Grapple, Improved Overrun, Improved Sunder, or Improved Trip, chosen for all recipients by the dreamweaver when the dream is begun. If an ally or the dreamweaver possesses the selected feat, she instead gains a +2 bonus to CMB and CMD checks involving that combat maneuver.
Lucid Dream - As a standard action, the dreamweaver transforms herself or an ally into an embodiment of strength. The target is subject to the spell iron body, and her size increases by one size category for every six levels for the duration of the spell.

Moon
Dreamscape - Weapons wielded by the dreamweaver and her allies take on a dim silvery glow and function as though they have the ghost touch property.
Onset - The aura is filled with the pale light of the moon, which behaves as the spell invisibility purge.
Lucid Dream - Moonlight coalesces, congeals, and plunges into the dreamweaver and her allies. All targets gain the benefits of aspect of the wolf, but with a duration of hours/level rather than minutes/level.

Nightmare
Dreamscape - One ally per four levels (minimum 1) gains the frightful presence ability as long as it remains within the radius of the dreamweaver’s aura. Unlike the normal ability of this name, the saving throw is equal to 10 + ˝ the dreamweaver’s level + her Charisma modifier. The dreamweaver may count as her own ally for the purposes of this ability.
Onset - Each round that an enemy remains within the dreamweaver’s aura, it must make a Will Save or become shaken. Creatures that fail their saves that are already shaken become frightened instead, and those that are already frightened become panicked. Fear effects fade only upon leaving the dreamweaver’s aura, and then at a rate of one step (panicked to frightened, frightened to shaken, shaken to nothing) per round spent outside the aura.
Lucid Dream - As a standard action, the dreamweaver casts her foes into a hellish living nightmare. The target creature must make a Will Save or treat all creatures as enemies. The target reacts violently to anyone who approaches and will use the most efficient means of dispatching an enemy. The target also attempts a save against all effects he can, unless he makes a successful Spellcraft check to identify the effect as beneficial. This condition lasts for 1 minute per level. This is a mind-affecting fear effect.

Place
Dreamscape - Settings in dreams are mutable and ever changing. While this Dream is active, the terrain within the aura is either filled with mist (as the spell obscuring mist, although this mist is nonmagical), ice, loose sand, scree, shallow bog, or typical trees. The Dreamweaver may select a new terrain as a move action while this Dream is active, which causes all elements of the previous terrain to vanish instantly and entirely.
Onset - Trees, undergrowth, furniture, fixtures, and even clouds twist and entwine themselves around the dreamweaver’s foes. All enemies must make a Reflex save or become entangled.
Lucid Dream - The dreamweaver seeks shelter in the dreamworld, creating the effects of mage’s magnificent mansion, as the spell.

Shades
Dreamscape - Allies of the dreamweaver and the dreamweaver herself are cloaked in dreams and hidden from the eyes of undead. This functions as the spell hide from undead, and any effect that would cause the spell to end also ends this Dream and any of its benefits.
Onset - The dreamweaver may speak to a spirit within her aura, as the spell speak with dead. Alternatively, she may ward the area of her aura against malevolent spirits, as the spell halt undead. In both cases, the Will save is equal to 10 + ˝ level + Charisma modifier.
Lucid Dream - Bandaged hands claw their way free of the soil, what was thought to be a stone is suddenly something else entirely, and the air is filled with moans and the shambling scrapes of footsteps. This duplicates the effects of the spell tomb legion, although the maximum number of mummies that can be summoned is one per three levels and the duration is 7 hours rather than 7 days/months.

Slumber
Dreamscape - The dreamweaver and her allies benefit from dream feast, restful sleep, or keep watch (chosen for each individual by the dreamweaver when the dream begins), as the spells.
Onset - Casting forth a handful of dreamsand, this causes a magical slumber to come upon a number creatures whose total HD are equal to the dreamweaver’s level. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the dreamweaver are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). This does not target unconscious creatures, constructs, or undead creatures. Creatures remain asleep for a number of hours equal to ˝ the dreamweaver’s level.
Lucid Dream - As a standard action, the dreamweaver collects the essence (and material body) of a sleeping creature and forms it into a glimmering, multifaceted jewel the size of a chicken egg. The jewel holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane, it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the jewel imprisoning it is broken. Although mysterious and beautiful, the jewel has no intrinsic value, and a DC 15 Appraise check identifies that something is amiss.

Travel
Dreamscape - Moving with the unreal speed of the dreaming, the dreamweaver and her allies gain a 10 ft enhancement bonus to their speed for every two levels she has.
Onset - The rules of reality begin to falter and slide within the dreamweaver’s aura. As a move action, the dreamweaver or one of her allies may instantly transport him or herself to an unoccupied square within the dreamweaver’s aura. Creatures always arrive precisely in the spot desired simply by visualizing the destination, however, they must have line of sight to that destination.
Lucid Dream - All creatures within the dreamweaver’s aura are subjected to the shadow walk spell, although the saving throw is equal to 10 + her level + her Charisma modifier.

Veil
Dreamscape - The dreamweaver and all allies gain the benefits of disguise self as long as this Dream is active.
Onset - The dreamweaver calls a bit of dreamstuff into reality, allowing her to create a persistent image, although the area is instead that of her aura and the saving throw is equal to 10 + ˝ her level + her Charisma modifier.
Lucid Dreaming - By meditating upon the dreams of single sleeping creature for one hour, the dreamweaver can weave dreamstuff into a quasi-real copy of that creature. The copy appears to be the same as the original, but it has only half of the real creature's levels or HD (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). The dreamweaver can’t create a copy of a creature whose HD or levels exceed twice her level. She must make a Disguise check upon completion of the creation to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Perception check (opposed by the dreamweaver's Disguise check) or a DC 20 Sense Motive check.

At all times, the copy remains under the dreamweaver’s absolute command. No special telepathic link exists, so command must be exercised in some other manner. A copy has no ability to become more powerful; it cannot increase its level or abilities. After 24 hours or if the copy is reduced to 0 hit points or otherwise destroyed, the copy reverts to dreamstuff and disperses into nothingness.

Vigor
Dreamscape - The dreamweaver and her allies gain fast healing equal to her level divided by four (minimum 1). This Dream only affects creatures at or below one-half of their full normal hitpoints.
Onset - The dreamweaver and all allies within the radius of her aura gain temporary hitpoints equal to twice her level.
Lucid Dream - As a full round action, the dreamweaver shifts reality to dream and calls a recently departed soul back to its body, provided that its body is within her aura. This functions like the raise dead spell, except that it only functions on creatures that have died within one round, and the affected creature receives no permanent negative levels, no Constitution loss, and no loss of spells or powers, but the creature does suffer one negative level that fades after twenty-four hours. The creature has –1 hit points (but is stable) after being restored to life.

For every additional negative level that the subject suffers, the use of this dream can be delayed by 2 additional rounds. All of the negative levels gained in this manner fade after twenty-four hours.

Waking
Dreamscape - Enemies within the aura feel their strength being slowly sapped with every step they take; each round that they remain within the aura, they must make a Fortitude save or become fatigued. Creatures that are already fatigued instead become exhausted.
Onset - Sinking into a sleep-deprived stupor, enemies must make a Fortitude save or become dazed for one round.
Lucid Dream - The dreamweaver strips a creature of its dreams, its capacity to dream, and even its memories of dreams. This drives the creature insane, subjecting it to insanity, as the spell, but with a saving throw equal to 10 + ˝ the dreamweaver’s level + her Charisma modifier.

ArcanistSupreme
2015-02-23, 01:24 AM
FEATS

ARCHETYPES

To be added later. This is the area where I have the least inspiration/direction, so any suggestions here are welcome.