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)
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)