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View Full Version : D&D 3.x Other Organization and Dragonmarked House: The Dreamers of Creation[In Progress]



Ruethgar
2016-09-12, 03:23 PM
House Rules Lucid Dreaming: No magic-like item creation. Items taken from a dream cannot exceed a value in gold equal to ten times your Lucid Dreaming and appropriate Knowledge, Craft, or Profession ranks. No creature creation beyond your own HD(roll as per Wish effect to change race to see what racials it retains CL=Ranks). No grapple use.

"From the dream comes life, endless verdant growth, wondrous lands without measure, hurricanes and gales, thunderstorms and tempests, fantastic nightmares of nature beyond count. And we are her stewards."

-Queen Mora La Fey

The organization known as the Dreamers of Creation is devoted to the expansion of the wilds and the beauty of nature through their shared dream. Though this may seem a noble goal, many of these dreamers use their power to decimate cities and even whole civilizations they deem unsightly or an affront nature's design. However the secrecy of their organization has led to many believing such attacks to be acts of nature reasserting herself.

In fact, the Dreamers were founded on destructive beginnings. Mora La Fey was traveling the dreamways when she came to this most chaotic dream. It was immense, more massive than any other dreamscape she had ever encountered and as she watched, she saw that the dream would randomly breach into reality, sending beautiful and terrifying storms out onto the world. The seas of that dream melded between water, earth and flora seamlessly with great beasts of the ocean cresting the endless tumult of the waves, sometimes following the storms into the waking world. This was the dream of the Leviathan. Mora studied the great beast of chaos and destruction for a century, sealing herself in a perpetual dream until she unraveled some of the secrets of the Leviathan's awesome power. She eventually drew her fey court into the dream, showing them the power she had unlocked, the power to literally make their dreams a reality. They became the first Dreamers of Creation, using the elder evil of wanton destruction to help power their vision of a verdant world of natural wonders.

Joining the Dreamers of Creation

Entry Requirements

Skills: Lucid Dreaming 4 Ranks, Knowledge(Nature or Geography) 4 Ranks
Special: After performing a major act expanding the bounds of nature or bringing the beauty of the wilds to where it is lacking, a recruiter from the Dreamers of Creation will find you within a week or two. While sleeping, they will cast you into a Zone of Truth, sometimes even adding a Sleep spell just to be sure. If your heart's desire is to expand nature and create with boundless freedom, your dreams will reflect it and the recruiter will approach you in your dream with an invitation to the Dreamers of Creation. If you fail this test you wake up as normal with no indication you were being tested at all. If you are a sleepless creature, you must find the Dreamers(Gather Information DC 30) and pledge yourself to their service, answering a barrage of queries within a Zone of Truth and be tested in combat(against your CR opponent).

Most characters willing to spread the glory of nature's domain are welcome among the Dreamers of Creation, however to be considered for joining you must have performed some great feat in nature's name. Weather it is casting Plant Growth over a city, using a Horn of the Wakened Forest, creating a verdant demi-plane, or even as simple as beautifying a city with parks and trees along the streets. The majority of the Dreamers are Experts, Druids, and Anagakok, though Adepts, Gleaners, Rangers, and Clerics of nature make up a significant portion of the organization. Some join because they wish to preserve the beauty of nature, many join to battle civilization with even greater tools, but all have a love of creation and the natural world that resonates in their very souls.

Affiliation Specifics:
Single Use:

Knowledge(Geography, Nature, Lucid Dreaming) 10+ ranks: +2/skill
Knowledge(Geography, Nature, Planes, Lucid Dreaming) 5+ ranks: +1/skill
Character Level: +1/2 lvl
Lives in a Dreamscape for more than 1 year: +1


Multiple Use:

Creates beatiful works exhibiting nature's wonder with a market value of at least 100*lvl^2(Knowledge Nature or Geography equal to the Craft DC to exemplify nature): +1
Defeats a foe causing destruction of natural wonders: +1/4 CR
Destroys a wonder of nature(unless to save other wonders or self defense): -8


Bonus:

Rank 0: Affiliation Score 6 or lower: No Benefit
Rank 1: Affiliation Score 7-14: Dream Scribe: Lucid Dreaming now gains synergy bonuses from Knowledge(Geography) and Knowledge(Nature).
Rank 2: Affiliation Score 15-23: Daydreamer: Your dreamscape is bound to the other Dreamers of Creation into a nexus of dreamscapes all adjacent to one another that keep your dream in existence after you wake. You may, as a swift action, Dream for up to one round per two levels per day at any time regardless of your waking state.
Rank 3: Affiliation Score 24-33: Dream Crafter: Your chance to be able to bring things out of a dream increases to a percentage equal to your Lucid Dreaming ranks. The items' maximum values increase by ten times the appropriate Knowledge, Craft, or Profession skill ranks.
Rank 4: Affiliation Score 34+: Dream Caster: 1/week you may cast Precipitate Planar Breach allowing you to use Lucid Dreaming as though the area were your personal Dreamscape. You may now create magic and magic-like items in your Dreamscape, however you must have the ability to craft them normally and may only maintain up to 500g*Lucid Dreaming ranks market value of said magic items even if removed from the dream.



Dragonmarked
Requirements: Tiny Folk or Ironwood Warforged any two of Knowledge(Nature), Knowledge(Geography), Lucid Dreaming at 4, 9, 12 ranks.
Least: You gain the effects of Basic Magical Training for any one of the following: Nature(Earth, or Water), Weather. These and all further Dragonmark abilities have a casting tradition of Skilled(Lucid Dreaming), Mana Leech(Drawback: must spend a spell point when you cast). You gain bonus spell points based on your Dragonmarked caster level rather than a casting class.
Lesser: You gain the effects of Advanced Magical Training for your Dragonmark. You may choose an additional talent from the Least version or one of the following you qualified for by your Least selection: Granulation, Create Water, Severe Weather. You add Magical Signs to your casting tradition. People familiar with the Leviathan can tell your power is derived from him, otherwise it is simply chaotic dream magic of the appropriate sphere.
Greater: You gain the Casting feature but must choose from among the previous abilities or: Greater Size, Lengthened Weather, Wave, Whirlwind. Your Magical Signs advance(count as drawback). There is a 10% chance that when you cast one of your Dragonmarks it causes Errie Weather as the Leviathan faint sign.