View Full Version : New Base Class: The Dream-Walker [PEACH]

Primal Fury
2008-10-19, 09:25 PM
For a long time now I've wanted to play around with the dreamwalker feat from d20 Modern. The problem is, the entire feat tree could be a class by itself. So that's what I made here for you today :smallbiggrin:


“Hm? No, I don’t believe we’ve met before. I just have that sort of face.”
-Yaesha Krelzyx, a Dream-Walker

For as long as man could lay his head down to sleep, he has been king of his own realm: the realm of dreams. He’s experienced love, hate, fear, joy, every emotion a person can feel; but as soon as he awoke, he missed this freedom… this power. He wants to bring this power with him to the waking world. That’s when the Dream-Walkers were born. Dream-Walkers are those who can transverse the realm of dreams, known as the Empyrean, and visit the dreams of others. If they train their power long enough, they can bring the full force of their will into the real world.

Adventures: There are plenty of reasons for a Dream-Walker to go on an adventure, though for one who can literally go anywhere in their dreams, they need not go far to have an adventure. If someone encounters a traveling Dream-Walker, there are two explanations for such a sighting. They often venture into the dreams of their loved ones, or at least those that live close to them. Though most of the time they try to keep a low profile in someone else’s dream, one could have very disturbing experiences if they do not. Repeated offences often result in exile for the Dream-Walker. The other explanation is much simpler, and much less tragic: they are simply bored. They know far too much about the people whose dreams they travel to. They want to see and feel the inner-most thoughts of more and more people, so they journey to, and sleep in, different towns.

Characteristics: Dream-Walkers are creative individuals named for their signature ability: They journey into the Empyrean and cavort within the dreams of others, for good or for ill. They have a large array of abilities that allow them to defend themselves (and the dreamer in some cases) from the more nightmarish aspects of the dream world. Somehow, Dream-Walkers have been touched by some kind of divine force that allows them to erode the barrier between the real world and the Empyrean. As they grow in power, battles with them can become more and more outlandish as their every fancy becomes real.

Alignment: Being a Dream-Walker carries with it a sort of… moral code. You have the ability to enter the dreams of others, tamper with their minds as you see fit, and even influence their actions in the waking world somewhat. Many are good simply because they know they have such power over people, and believe they must protect the dreamers from nightmares and other horrors. Unfortunately, there are those who would abuse this power, tormenting others or using the power for monetary gain. These evil Dream-Walkers are referred to as Dream-Stalkers.

Religion: Dream-Walkers are often too absorbed in the dreams of others to be concerned with religion. Some even believe that there is some sort of “Dreaming God” that keeps the Empyrean from getting too crazy. Nonetheless, they were once normal people as well, so it is likely that they kept whatever religion they were born into. Atheistic Dream-Walkers sometimes find religion by spending an extended period of time in the dreams of clergy, mystified by the euphoria that comes from believing in a higher power.

Background: Dream-Walkers can come from all walks of life, though the circumstances for each are varied. Some were simply born with the ability, though since they were unable to understand what was going on at an early age; it is possible that they suppressed it until they were older. Others treat it as a spiritual experience; some go through prolonged prayers to begin the process. Others undergo a special type of training that allows them to gain the ability. And still others can do so through the use of drugs, though a fair amount of Dream-Stalkers have come from this background.

Races: Gnomes are likely to treat this ability as source of extreme fun, sneaking into others dreams and playing tricks on them. Half-orcs raised in tribal settings are likely to look at this as some sort of spiritual awakening. Humans and half-elves do whatever strikes their whim. Just about any race can become a Dream-Walker, the only requirements are the abilities to sleep and dream. Because of this rule, elves cannot walk this path.

Other Classes: Dream-Walkers love adventuring with their own party. Every night they can enter the dreams of their allies and train with them, or even just find out something interesting about them, though this feeling is not always reciprocated. They are often at odds with other classes on the battlefield because they could do just about anything any other classes can do if they wanted to. Wizards are always worried about guarding their arcane secrets, and having an ally invade your dreams every night can be a problem. Sorcerers love partnering with Dream-Walkers; they see a sort of similarity between their powers, and are often curious how the others work. Monks find the constant invasion of their “meditation” rather annoying, and while their powers are useful, constantly changing the face of the battlefield can be rather troublesome. Clerics recognize divine power when they see it, so they sometimes have great interest in their abilities.

Role: Through the use of mana powers, a Dream-Walker can do just about anything on the battlefield, but this power has its limits. On the other hand, that is not where his true power lies. His true power lies in the Empyrean. There, he can combat the terrors of the night with startling efficiency so they will stay where they belong: in the land of dreams.

Game Rule Information
Dream-Walkers have the following game statistics
Abilities: Wisdom is the only score that really matters to a Dream-Walker. They need it to keep their mana powers under control. While other stats may be useful in some cases, they can use mana to increase their skills as well as their base stats when they need to.
Alignment: Any
Hit Die: d6

Class Skills
The Dream-Walker’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Speak Language, Spot (Wis), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Starting Age: As Sorcerer
Starting Gold: As Sorcerer

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special

+2|Dream-Walker, Mana Pool, Mana Powers



+4|Mana Feat


+5|Mana Feat


+6|Mana Feat


+7|Mana Feat


+8|Mana Feat


+9|Mana Feat


+10|Mana Feat


+11|Mana Feat


+12|Mana Feat, Daydream [/table]

Class Features:
All of the following are class features of the Dream-Walker.

Weapon and Armor Proficiency: Dream-Walkers are proficient with all simple weapons but with no armor or shields. Also, they are automatically proficient with an weapon or armor they create through the use of Alteration.

Dream-Walk: Each time a Dream-Walker goes to sleep, he has the option of staying in his own dream, or venturing into the Rasa, the world between here and the Empyrean. The Rasa connects all dream-worlds across creation to each other. This is the method used by Dream-Walkers to journey from dream to dream. If the Dream-Walker is looking for a specific dream-world then they must make a successful Survival check (DC 20.)

Modifiers on Locating a Specific Dream-World:
-1 for every 10 miles away in the real world
+1 if the Dream-Walker has met the Dreamer
+2 if the Dream-Walker is close friends with the Dreamer
+5 if the Dream-Walker is related to the Dreamer
+10 for the use of Dream-catcher
Note: If the Dream-Walker is not looking for a specific dream-world, then no skill check is needed.

Mana Pool: Mana is the raw spiritual energy from which the land of dreams is formed. Though it permeates the real world as well, its manipulation is only available to those who understand its nature: the Dream-Walkers. Each Dream-Walker has a pool of mana that is used to power their various abilities. At 1st level, a Dream-Walker gains a pool of mana equal to 1d6 + 10 + their Wisdom modifier; each level thereafter, they gain another 1d6 + (Wis mod) points of mana. In the land of dreams, a Dream-Walker can use a number of mana points per turn equal to 20 % of their total (rounded down.) But in the real world, they can only use 10% of their total per turn (rounded up.) The player’s mana total replenishes each time they get 8 hours worth of sleep in their own dream-world. It may also be replenished in other ways (See Dreamwalker Revised.)
Note: Unless it was somehow permanately increased, a character uses their BASE wisdom modifier when determining their mana pool, ignoring bonuses from worn magical items.

Mana Powers: A mana power is an effect created by a mana-using creature. All mana powers require mana points to use. A mana power does not have to be prepared in advance, and they may be used at will as long as the character or creature has a sufficient amount of mana points to use the ability. Dream-Walkers begin play with five mana powers, one of which must be Alteration. Every odd-numbered level thereafter, they gain another mana power.
Note: With the exception of Joining and Possession, all mana powers can be used in the waking world.

Mana Feats: Mana feats are similar to mana powers in that they both require mana to use, but mana feats require much more dedication and training. Mana Feats can only be used in the Empyrean (unless the character has the Daydream class ability.) They are the direct result of the Dream-Walkers ability to convince his subconscious that he is in a dream. Beginning at level 4 and every even level thereafter, he gains a mana feat. There are two types of mana feats, common and advanced. For every advanced mana feat the character wishes to gain, the must possess two common mana feats.
Note: A character cannot take mana feats before attaining their fourth level in the Dream-Walker class, as they have not gained the mastery of their subconscious necessary to use this power. (For special rules on mana feats, see Dreamwalker Revised.)

Creativity: The creativity inherent to the dream-world bursts forth into reality. A Dream-Walker receives a bonus to Perform and Craft checks equal to half his class level (rounded down.)
Note: A Dream-Walker applies half this bonus to Wisdom based checks that deal with his mana powers.

Daydream: The Dream-Walker has spent so long in the realm of dreams that he is unsure of what is real and what is not; he doesn't even know if he is real anymore. Once per day, for one hour, a Dream-Walker can convince himself that he is truly dreaming. This allows him to use all of his mana feats and mana powers in the waking world. His limitations on mana usage are also dissolved, allowing him to use 20% of his mana total per turn, rather than just 10%. All alterations made are permenant. This includes created objects and creatures, as well as any alterations made to living things, and nonmagical inanimate objects. Activating this ability is a standard action that does not provoke attacks of opportunity.

Primal Fury
2008-10-21, 12:03 AM
Mana Powers
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Standard
Mana Points: 2
Aegis increases the character’s Defense by 1 point per 2 mana points spent. This manifests as an almost supernatural toughness and an uncanny ability to block or dodge attacks.
Defense can be increased by up to +10 in this manner and stacks on top of normal bonuses.

Channel Damage
Manifestation Time: free action
Range: Touch
Target: 1 weapon (see text)
Duration: Instantaneous
Mana Points: 1
Mana may be channeled through a normal attack such as that of a sword or gun in order to increase the amount of damage dealt. Intent to channel damage must be stated before the attack roll is made and the weapon does an extra die of weapon damage per mana point spent if it hits. If the attack misses or the character is prevented from attacking that round, the mana points are not expended. Damage can be increased by up to 5 dice in this manner.

Gain New Feat
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Standard
Mana Points: 15 or 25
New feats (but not mana feats) may be gained in the Empyrean at a cost of 15 mana points per feat. If the character does not meet the normal prerequisites for the feat, the mana point cost is 25.

Manifestation Time: 1 action
Range: Touch
Target: You or the creature touched
Duration: Instantaneous
Mana Points: 1
Dreamwalkers may heal themselves or others at the rate of 1d6 hit points per mana point spent. Healing heals normal damage as well as damage from other sources of injury such as fire and acid without leaving scars, however, it does not extinguish flames or dissolve acid, so the character may continue to take damage in subsequent rounds. Healing can be used to reattach severed limbs provided the original limbs are still available. Healing is ineffective against disease, but does neutralize and heal damage and other side effects (such as ability loss) from poisons and other sources of physical injury. Healing returns an unconscious character back to full consciousness, without any of the normal side effects.

Increase Hit Points
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Standard
Mana Points: 5
The character’s total hit points may be increased at the rate of (class HD + bonuses) per 5 mana points spent.

Increase Ability Scores
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Standard
Mana Points: 5
Strength, Constitution, and/or Dexterity scores may be increased at the rate of 1 point per 5 mana points spent. These ability scores may be increased beyond racial maximums in this manner, although each ability must be increased separately.

Gain/Increase Skill
Manifestation Time: 1 action
Range: Personal
Target: You
Duration: Standard
Mana Points: 1
Any class skill that the character has ranks in may be increased in the Empyrean at the rate of 2 ranks for each mana point spent. If the character increases a cross-class skill that he has ranks in, he receives 1 rank per mana point spent. New class skills may be gained (and then increased) in the Empyrean at the rate of 1 rank for each mana point spent. If the character gains (and then increases) a new cross-class skill, he or she receives 1/2 rank per mana point spent. This power is most useful in surreal dreams, dream islands, dream bridges, and astral blights where some skills have no real world counterparts. The character must have at least some idea of what type of skill he needs. In the Empyrean, the maximum rank in a class skill is equal to (character level + 3) x 2. The maximum rank in a crossclass skill is equal to (character level + 3).
Note: There are heavier restrictions placed on the waking world. Each mana point only counts for 1 skill rank in an in-class skill, and 1/2 for cross-class skills.

Mana Bolt
Manifestation Time: attack action
Range: Wisdom in yards
Duration: Instantaneous
Mana Points: 1
A mana bolt is a devastating attack that tears at the very fabric of the Empyrean. A mana bolt produces a rippling pulse of raw mana that streaks out from the character’s extended hand. A mana bolt can be used to attack larval Unreal without harming the host. The attack suffers a -4 penalty to the attack roll, but if successful, the larva is burned out of the host’s body. If the attack misses the larva, but hits the Unreal target, the host takes damage instead. Mana bolts can also be used to directly attack a character who has possessed an Unreal (see possession). The attack roll suffers a -4 penalty, but if successful, the character takes full damage from the attack. Mana bolts do 1d8 points of damage per mana point spent and require a successful attack roll to hit. The range is equal to the character’s Wisdom in yards and uses the character’s normal modifiers for ranged attacks. Mana bolts bypass equipment bonuses to Defense and count as a “touch attack” for purposes of determining the target’s Defense. The mana bolt continues on for a range determined by the Dreamwalker (up to the maximum), so multiple targets may be struck with a single bolt.

Multiple Actions
Manifestation Time: free action
Range: Personal
Target: You
Duration: Instantaneous
Mana Points: 5
Multiple actions may be taken in a round at the rate of 5 mana points per extra action. The character gets full bonuses for any attacks (as if he is attacking in a separate round), but otherwise follows the normal rules for taking multiple actions.

Manifestation Time: free action
Range: Personal
Target: You
Duration: Instantaneous
Mana Points: 1
Nullify enables the character to deflect and disperse direct mana-based attacks at a rate of 1 mana point per 1 mana point spent, up to the amount of mana points the character may spend per round. Direct mana-based attacks include attacks such as mana bolts and other mana powers that directly affect the character’s pseudophysical form (including all clothing and possessions) such as some uses of alteration (see below). Nullification happens automatically as a free action and does not have any effect on how many mana points the character may spend in the round. The character may choose not to nullify an attack, if he so desires.
A Brood Queen launches a 4d8 mana bolt at Marit who has 31 mana points. Since Marit can only spend 3 mana points per round, only 3 mana points of the mana bolt are Nullified and she still takes 1d8 points of damage from the attack.

Manifestation Time: free action
Range: Unlimited
Target: the Dreamer
Duration: 1 round
Mana Points: 1
Suppression is used when the team is dishing out large amounts of damage in the Dreamworld. In a joined character, suppression adds a +4 bonus per mana point spent to the Dreamer’s next Will save for purposes of Dreamer rebellion only (see Violence and Rebellion, pg. 88). If a character is not joined with the Dreamer, suppression adds only a +1 bonus to the Will save per mana point spent. More than one character can use suppression to modify the same save. Suppression counts as a free action and is limited only by the number of mana points a character can spend each round.

Manifestation Time: attack action
Range: Touch
Target: One creature
Duration: Standard
Mana Points: 1
Using possession, a Dreamwalker merges his pseudophysical form with that of an Unreal. Spirit creatures such as the Brood (including larval hosts) are immune to possession. Physical contact with the Unreal must first be made (in combat, a touch attack is required). The Dreamwalker’s body then melds with the new shape, gaining the outward appearance and form of the Unreal in question. During possession, the Dreamwalker assumes the Strength, Constitution, Dexterity, hit points, Defense, and Fortitude and Reflex saves of the host body, but retains his own Intelligence, Wisdom, Charisma, Will saves, skills, feats, and special qualities, all usable at the GM’s discretion (for example, some skills can be more difficult, or even impossible, to accomplish in animal form—a character may have Repair 5 ranks, but it is hard to hold a wrench with a flipper). In the case of a possessed creature or animal, the character gains the use of all of the animal’s physical characteristics and natural species traits (birds can fly, sharks cannot drown in water and can swim without making Swim checks, cats receive bonuses to Balance, Hide, and Move Silently checks, etc.), and can interact (but not communicate) with animals of the same type. If the creature has inherent special qualities, the Dreamwalker gains the use of all extraordinary (Ex) and supernatural (Su) abilities, but not spell-like (Sp) abilities. All damage taken in combat is subtracted from the Unreal’s hit points instead of the character’s. If the Unreal is reduced to 0 hit points or less, the character is incapable of any action other than disengaging from the host. The character does not take damage from further attacks, but may be forcibly disengaged if the host body is destroyed (such as by rending apart or burning). Mana bolts can be used to directly attack a character who has possessed an Unreal (see mana bolt). The attack roll suffers a -4 penalty, but if successful the character takes full damage from the attack. The Dreamwalker does not gain any memories or skills from using this power so he must be careful when dealing with friends or relatives of the possessed Unreal. After the Dreamwalker exits the body, the Unreal has no memory of the possession and may be extremely confused, especially if he is wounded or in an unfamiliar location. Possession is near instantaneous, but the procedure may prove terrifying to Unreal who witness it, sometimes even forcing the Dreamer’s consciousness to rebel (see Violence and Rebellion, pg. 88). A character may cross from one Unreal to another at the normal mana point cost, with no noticeable effect and without having to resume his natural form. Possessed Unreal may not cross any Barrier. Characters who do so resume their original form. Possessed Unreal are easily distinguished by Dreamwalkers and spirit creatures such as the Brood. Possession costs 1 mana point to initiate and is usable on creatures of any size. There is no cost for disengaging with the Unreal and resuming the character’s original form. While possessing an Unreal, the mana point cost for activating any other mana power is increased by +1 mana point.

Manifestation Time: attack action
Range: Touch
Target: the Dreamer
Duration: Standard
Mana Points: 1
Joining is similar to possession, but instead of merging with the Unreal, the Dreamwalker unites with the Dreamer himself. For joining to take place, the Dreamwalker must first make physical contact with his target—if in combat, this requires a touch attack. The character must make a Wisdom check (DC 10) after contact is made (this counts as a free action). If the check fails, the joining is unsuccessful. The Dreamer now believes that the character intends to do him harm and seeks to distance himself from that character and his allies. If pursued, he seeks help from others in the Dreamworld (such as the Unreal police force), and uses any available means to defend himself. This can be particularly lethal when dealing with a lucid Dreamer. In addition, the Dreamworld begins to reflect this hostility towards the characters. All further attack rolls, checks, and saves made by the Dreamwalkers suffer a -4 penalty for the duration of the dream or until resolution of the dream’s denouement. In addition, the Dreamer resists subsequent attempts to join with him by making an opposed Wisdom check. If the joining is successful, the character’s pseudophysical form melds with that of the Dreamer. While joined, the Dreamwalker retains all of his own ability scores, skills, feats, and special qualities, and may manipulate mana normally. In addition, joined characters are able to use any mana feat that the Dreamer had manifested prior to the joining. If the Dreamer’s form is something other than human (such as an animal), the character also receives the Strength, Dexterity, Constitution, Fortitude and Reflex saves, natural species traits, and extraordinary (Ex) and supernatural (Su) (but not spell-like [Sp]) abilities of the new form.

Benefits of Joining
While joined, most Dreamers (even lucid ones) are content to let the characters control their actions, viewing the course of events as a natural part of the dream. The joined character is immediately able to recognize and interpret the dream’s denouement. The joined character can feel the mind of the Dreamer lying just below the surface of his consciousness and gains automatic access to all of the Dreamer’s trivial memories (but not skills, feats, or spell-like abilities). A Wisdom check (DC15) enables the character to delve even deeper into the Dreamer’s mind in order to access the Dreamer’s more private memories and help him recognize the significance of fluff and Broodling manifestations (a failed check means that the information is inaccessible). This includes access to knowledge that the Dreamer knows in the real world, so joining can be disastrous in the wrong hands. Luckily, the Dreamer is not without protection. If the desired information is extremely important to the Dreamer (such as a high-level security passcode) or something potentially damaging or embarrassing (such as the name of the married woman he is having an affair with), the Dreamer’s mind may resist with an opposed Wisdom check. This check may be modified from +5 to +25 or even higher for particularly important information. If the character loses the contest, he is automatically ejected from the body of the Dreamer, and must make an immediate Will save (DC 15) to avoid being ejected from the Dreamworld as well (see Dream Shock, pg. 50). During the probe, the character can feel when the Dreamer’s mind begins to rebel (see Violence and Rebellion, pg. 88) and should be allowed to cease the memory search if he wishes. Once a joined character has been ejected from the Dreamer, the Dreamer resists further attempts to join with him, as noted above. In combat, the joined character receives the same bonuses as the Dreamer as outlined in the Combat and the Dreamer section (pg. 50). A joined character subtracts any damage taken from his own hit points, not the Dreamer’s. If the Dreamwalker is killed, he is ejected from the dream as normal while the Dreamer is left unharmed. The Dreamer cannot pass through any Barrier. A joined character is easily recognized by spirit creatures such as the Brood or by other Dreamwalkers. Note that in some cases, joining with the Dreamer may be impossible or too dangerous to attempt. In particular, joining with a particularly disturbed Dreamer might require the character to make an immediate Will save. Failure means the character is overwhelmed by the Dreamer’s horrific thoughts, memories, and desires, imposing penalties on all attack rolls, checks, and saves for the duration of the dream. A critical failure means the character acquires a Phobia or Dementia (see Mental Injury on pg. 51). Therefore, sometimes the safest way to learn information such as the dream’s denouement is through observation or dream sleuthing techniques (see Interpreting the Denouement, pg. 88). Joining costs 1 mana point to initiate, none to disengage.

Common Mana Feats
Chameleon Skin
Prerequisite: Dreamwalker, Disguise 4 ranks
Benefit: Chameleon Skin enables a character to appear as one of the Unreal, no matter who he possesses or what form he takes in the dream. In the Empyrean, this hides the character from spirit creatures such as the Brood (or other Dreamwalkers) until he does something contrary to the nature of the Unreal, such as manipulating mana in plain sight.
Special: In the Rasa, this mana feat provides a +8 bonus to all Hide checks.

Combat Focus
Prerequisite: Dreamwalker, BAB +2
Benefit: A character with Combat Focus is able to center his mind entirely on the current combat. As a result, he is never required to make a massive damage threshold save and does
not fall unconscious until his hit points reach -9 rather than 0.

Prerequisite: Dreamwalker, mana bolt
Benefit: A character with Destruction increases the amount of damage done by his mana bolt by +1d8.
Special: This mana feat may be taken more than once.

Gift of Sand
Prerequisite: Dreamwalker, joining
Benefit: Dreamwalkers with Gift of Sand are especially proficient at joining with the Dreamer and keeping him asleep.
The character gains a +4 bonus to his Wisdom check for purposes of joining (as well as +4 to any opposed Wisdom checks vs. the Dreamer) and while joined, adds a +4 bonus to the Dreamer’s Will save for purposes of violence and rebellion (see Violence and Rebellion, pg. 88).

Prerequisite: Dreamwalker, healing
Benefit: Healer doubles the number of hit points healed.
Healer can also cure magical and nonmagical diseases while in the Empyrean with a successful Treat Injury check (DC 25).

Intense Training
Prerequisite: Dreamwalker, BAB +2
Benefit: Intense Training may be taken to permanently raise Strength OR Constitution OR Dexterity by +5 points, even if this raises the ability beyond racial maximums.
Special: The character must decide whether or not he wants this change to be visible when this mana feat is chosen. This mana feat may be taken more than once.

Lightning Speed
Prerequisite: Dreamwalker, Dex 13
Benefit: Lightning Speed enables the character to take an extra move or attack action each round using his full bonuses.
Special: This mana feat may be taken more than once.

Leap of the Grasshopper
Prerequisite: Dreamwalker, Jump 4 ranks
Benefit: This mana feat grants a +4 bonus to all Jump checks and doubles the maximum distance jumped.
Special: This mana feat may be taken more than once, granting a +4 bonus each time and first tripling, then quadrupling, etc. the normal maximum distance jumped. If the character cannot see where he is jumping to, a Tumble check may be required in order to ensure a safe landing (GM’s discretion).

Prerequisite: Dreamwalker, BAB +2
Benefit: Marksmen receive a +4 attack bonus to all ranged attacks.
Special: This bonus does not grant extra attacks for a high
BAB, although it is added to all ranged attacks the character has in the round. This mana feat may be taken up to three times.

Prerequisite: Dreamwalker, Constitution 13
Benefit: Mettle adds strength and toughness to the character’s pseudophysical form. It effectively provides +3 Defense (natural armor) and +2 Fortitude.
Special: This mana feat may be taken up to three times.

Rasa Vitality
Prerequisite: Dreamwalker, Wisdom 13
Benefit: Rasa Vitality returns all of the character’s physical ability scores (Strength, Dexterity, and Constitution) to normal while traversing the Rasa.

Prerequisite: Dreamwalker, Charisma 13
Benefit: Pheromones grant the character a +4 bonus to all Charisma and Charisma-based skill checks. Members of the opposite sex (or those who would normally be attracted to the character) who wish to attack the character must make a Will save (DC 15). If the save fails, all of the attacker’s rolls suffer a -10 penalty because of the intense and overwhelming feelings of passion and desire the character inspires. This penalty is reduced to -4 if the Dreamwalker attacks the affected creature.
Special: This ability is nullified by distance, or if the Unreal in question has no sense of smell. The Brood are susceptible to this feat, although their gender (and sometimes the gender of the Dreamwalker) is dictated by their manifestation, rather than their natural form.

First Blood
Prerequisite: Dreamwalker, BAB +1
Benefit: A character with First Blood is able to draw a weapon and/or strike with blinding speed. This grants him an extra attack action (at full bonuses) before anyone else acts in the first round of combat only, provided the character is not surprised. Thereafter, initiative is handled normally.

Spider Climb
Prerequisite: Dreamwalker, Climb 4 ranks
Benefit: Spider Climb allows a character to climb any type of surface, no matter how sheer, and he may even climb upside down, at a climb speed of 30 ft. Only the most slippery surfaces require the character to make a Climb check.
Special: The character must have his hands and feet free to climb in this manner, although he may still wear gloves, shoes, etc.

Spiritual Balance
Prerequisite: Dreamwalker, Balance 4 ranks
Benefit: This mana feat vastly improves the character’s sense of balance and body control such that while conscious, the character can never fail a Balance check.
Special: The character can walk across or even fight upon the flimsiest of structures (such as ropes, tree branches and power lines) at normal speed, without fear of falling. The structure traversed must be solid (as opposed to gas or liquid) and capable of supporting at least 01% of the character’s pseudophysical body weight.

Thief in the Night
Prerequisite: Dreamwalker, Dex 13
Benefit: Thief in the Night grants the character a +10 bonus to all Hide and Move Silently checks.
Special: The character appears hazy and insubstantial to those not looking directly at him.

Whirling Dervish
Prerequisite: Dreamwalker, BAB +3
Benefit: With this mana feat, the character becomes a whirlwind of attacks, jumping around, doing flips and rolls, and attacking his opponents from strange and awkward angles.
During combat, the character may perform a full-round action, giving up his normal attacks in order to make one melee or unarmed attack using the character’s highest BAB against each adjacent opponent. The character receives an additional +4 bonus to each of these attacks.
Special: This feat’s bonus does not grant extra attacks for a high BAB, although the +4 attack bonus is applied to all melee or unarmed attacks made by the character that round.

Wolf Senses
Prerequisite: Dreamwalker, Wisdom 13
Benefit: Wolf Senses grants a +4 bonus to all Listen, Spot, or Search checks.
Special: This bonus extends to all of the five senses—sight, hearing, taste, touch, smell, and perhaps even beyond to the legendary sixth sense as the character may notice even subtle changes (such as tension) in his surroundings. This mana feat may be taken up to three times.

Prerequisite: Dreamwalker, Wis 15
Benefit: Dreamcatcher enables a Dreamwalker to use mana points to create a spider-web-like net of pure mana. Characters who make a successful ranged attack can use this web to ensnare a Broodking (or Broodspawn), rendering it pinned for combat purposes (-4 penalty to Defense against melee attacks, no Dexterity bonus to Defense) and imposing a -6 penalty on all attack rolls. In order to escape, an enraged Broodking must either return to the Rasa or dissolve the web using alteration (using a number of mana points equal to the number of mana points spent creating the web). If the Broodking escapes into the Rasa, characters who entered its blight through the Empyrean may make a Sense Motive check (DC 25) to locate and follow the creature. Characters who entered the blight through the real world cannot follow the Broodking back into the Empyrean. Broodspawn are bound to the world in which they are created and cannot escape into the Rasa.
Special: Dreamcatcher can only be used inside a dream island, astral blight, or dream bridge. Mana points used to create a Dreamcatcher web can be Pooled from more than one character (see Pooling, pg. 22).

Scent of the Dream
Prerequisite: Dreamwalker, Wis 15.
Benefit: Dreamwalkers emit a very faint, but distinct, spiritual disturbance of their own, especially when they dream. Scent of the Dream enables a Dreamwalker to home in on this disturbance and locate other Dreamwalkers. In the Empyrean, the chance of locating a sleeping Dreamwalker is the same as that of locating a specific Dreamworld (see pg. 87). In the real world, the Navigate check suffers a -10 penalty.
Special: Scent of the Dream has also been known to react subconsciously, alerting the character to the presence of a nearby Dreamwalker through a combination of dreams, brief visions, and/or odd series of coincidences (GM’s discretion).

The Sight
Prerequisite: Dreamwalker, Wis 15, Spot 6 ranks.
Benefit: The Sight enables a character to detect creatures and anomalies native to the Empyrean. The Sight does not reveal the exact nature of the creature or anomaly viewed, but the character can certainly tell that something about it is abnormal. For example, in the Rasa, the character might be able to see a slight disturbance in the waters where a hidden whirlpool has formed. In the Dreamworld, he may be able to realize that a Dreamwalker (or perhaps a Broodking) is posing among the Unreal using the Chameleon Skin mana feat.
Special: Other spiritual anomalies may also be detected, both in the real and the spirit worlds, at the GM’s discretion.

Advanced Mana Feats
Heart of the Beast
Prerequisite: Dreamwalker, Con 15
Benefit: This mana feat enables the character to assume theform of any type of person, plant, animal, or creature. The character retains his own Intelligence, Wisdom, Charisma, hit points, Will saves, skills, feats, and special qualities (usable at the GM’s discretion), and gains the Strength, Dexterity, Constitution, Defense, Fortitude and Reflex saves, natural species traits, and extraordinary (Ex) and supernatural (Su) (but not spell-like [Sp]) special qualities of the desired creature.
Special: Heart of the Beast cannot replicate an existing creature (such as a specific person), but can mimic different ages, genders, races, or types of creatures that are inherent to the Dreamworld, dream island, dream bridge, or astral blight (such as a fish-man in an underwater fantasy setting). Partial transformations (such as growing claws or wings), and transformation into creatures larger or smaller than the character requires a successful Wisdom check (DC 25). Failure means the character suffers 1d10 points of damage. A natural 1 on the die roll means the character cannot use this mana feat again until his next period of REM sleep.
Note: For the purpose of simplicity, this functions as the Shapechange spell, with the caster level being equal to the Dream-Walkers class level.

Crossing Over
Prerequisite: Dreamwalker (Innate), Wis 15
Benefit: With this mana feat, characters may choose to “cross over” from the real world into the dream and become a creature of pure spirit. When a character crosses over, he gains
+4 to each of his Strength, Constitution, and Dexterity scores, and these ability scores no longer have a maximum limit. In addition, the character automatically gains one common mana feat and the ratio of required common to advanced mana feats becomes 1:1 instead of 2:1.
Special: The Dreamwalker’s physical body essentially dies, even though his consciousness continues to live on in the Land of Dreams. A character who crosses over is considered to be a native of the Empyrean. The upside to this is that he becomes considerably more powerful. The downside is that when a character is killed while in a Dreamworld, dream island, dream bridge, or astral blight, he is ejected into the Rasa. He also gains the Reflexion template (see Hyperconscious); but he does not gain any of the psi-like abilities, or the psionic sub-type. If killed while in the Rasa, he ceases to exist. Game Masters have the final say on whether or not a character may choose this mana feat and cross over. Dreamwalkers who cross over may continue to interact with their friends and relatives for a time, but they eventually lose touch with those in the physical world.

Form of the Earth
Prerequisite: Dreamwalker, Con 15
Benefit: This mana feat enables the character to assume the form of any type of nonliving, nonmagical, nonpsionic, inanimate object. The character remains conscious and retains his own Intelligence, Wisdom, Charisma, hit points, Will saves, skills, feats, and special qualities (all usable at the GM’s discretion), while taking on the Defense, hardness, and Fortitude and Reflex saves of the desired object.
Special: Speech and movement are limited by the object in question and the GM’s discretion. A car may drive around normally and speak through its radio or horn, but a refrigerator cannot speak (although it could conceivably communicate in code by opening and closing its door), and can only “walk” by rocking from side to side. Partial transformation (such as a hammer hand, a mouth on a signpost, or human legs on an oven body), and transformation into objects larger or smaller than the character’s size require a successful Wisdom check (DC 25). Failure means the character suffers 1d10 points of damage. A natural 1 on the die roll means the character cannot use this mana feat again until his next period of REM sleep.

Prerequisite: Dreamwalker, Wis 15
Benefit: This mana feat enables a Dreamwalker to extend his alteration powers to include living things.
Special: The DC and mana point cost are based on the Unreal creature’s size as listed in Chapter 8: Friends and Foes of the d20 Modern Roleplaying Game. Only normal Unreal or Unreal inherent to the Dreamworld (such as a troll in a fantasy setting) may be altered in this manner. Genesis does not bestow any particular loyalty to the character in question, and Dreamwalkers have no control over the imprinted memories, personalities, or actions of fabricated Unreal, although these are often dictated by the Unreal’s manifestation (i.e. a newly altered British soldier will most likely fight Nazi Unreal on the battlefield). Genesis has no effect on spirit creatures such as the Brood or other Dreamwalkers, although larval hosts may be affected and/or attacked by alteration used in this manner.

Long Arm
Prerequisite: Dreamwalker, Wis 15
Benefit: This mana feat enables the character to use alteration powers at a range equal to his Wisdom in yards, provided he has a clear line of sight.
Special: The mana point cost increases by +1 for every yard after the first, but otherwise is treated as if the character was actually touching the object or affected area. This mana feat may be taken more than once, doubling the range each time.

Mana Control
Prerequisite: Dreamwalker, Wis 15
Benefit: Mana Control allows the character to use mana and extraneous components even while traversing the Rasa.
Special: Ability score increases, new skills/skill increases, and altered objects disappear once the character passes through a Barrier.

Night Whispers
Prerequisite: Dreamwalker, Cha 15
Benefit: This potentially powerful mana feat is still being refined. Night Whispers enables a joined character to implant a command into the Dreamer’s subconscious mind by making a successful Wisdom check (DC 25).
Special: This command must be carried out on the following day, and must not go against the basic beliefs of the person in question. A secretary will not kill her boss, but she may be convinced to “forget” to lock his office door at night. A politician will not sign a bill that he is vehemently opposed to, but he may decline to speak out against it, at least for a day or two, as long as (to his knowledge) his silence will not directly affect the bill’s passage.
Whenever in doubt, have the character and Dreamer make an opposed Wisdom check. The Dreamer may receive a bonus of +5 to +25 or more for commands that are total anathema to his beliefs. If the character loses the contest, he is automatically ejected from the Dreamer’s pseudophysical form and must make an immediate Will save (DC 15) or else be ejected from the Dreamworld. Repeated use of Night Whispers over time can be used to alter a Dreamer’s outlook, viewpoints, and even religious beliefs (GM’s discretion). This makes the power exceptionally dangerous in the hands of the Brood.

Raven’s Wings
Prerequisite: Dreamwalker, Con 15
Benefit: This mana feat enables the character to fly at a speed of up to 90 ft. (good).
Special: In some cases, Raven’s Wings may add bonuses to Hide, Move Silently, and Survival checks for purposes of ambush or trailing (GM’s discretion).

Spirit Wind
Prerequisite: Dreamwalker, Wisdom 15
Benefit: Spirit Wind enables the character to automatically teleport himself and his belongings to any place within his direct line of sight, or to any place within the Dreamworld, dream island, dream bridge, or astral blight that the character has been to before. The character may not cross any Barrier or pass into or out of a region in flux in this manner. Spirit Wind requires a successful Wisdom check (DC 15).
Special: The character never materializes inside a solid object, and may take others with him only if they are willing at a DC increase of +2 for each additional person taken. Failure indicates only one half of the distance is traveled, and each character takes 1d10 points of damage from the stress. A natural 1 on the die roll indicates the character cannot use this
mana feat again until his next period of REM sleep.

Prerequisite: Dreamwalker, Wis 15, mana point total of 100+.
Benefit: Soulforge enables a character to invest his own mana into the crafting of item mana pockets (see pg. 96). These items manifest with the character whenever he enters the Empyrean. Additionally, a character with the Genesis mana feat may create living creatures in the same fashion (as per the Arcanist class feature Stasis). These creatures are initially loyal to the character; however, as they continue to develop and grow, more intelligent creatures may choose to leave the character’s service. Items or creatures that are destroyed or killed in the Empyrean cease to exist. A Soulforger may also invest feats and mana feats into the item, giving anyone who possesses it access to those feats. To do this, however, the character must sacrifice one of his own feats. For example, a Soulforged medallion costs 2 mana points to Create, and the Dreamwalker gives up his Raven’s Wings feat so that whoever wears the bracelet gains the ability to fly. A forged creature may use any feats or mana feats it has been invested with (in the same fashion), but does not convey those feats to its creator.
Special: Soulforging is not undertaken lightly. In order to forge an item (or creature), the Dreamwalker must use alteration to create the item using mana points deducted directly from his mana point total. This mana point loss is permanent. 10 mana points are invested into the item for every 1 mana point spent creating it. These mana points can later be absorbed to replenish the Dreamwalker’s supply (destroying the item in question). So, the Soulforged medallion from the example above could be dissolved for 20 mana points.

Walk the Dream
Walk the Dream allows a person to physically enter and exit the Empyrean, enabling Dreamwalkers to cover vast distances in the real world.
Prerequisite: Dreamwalker, Wis 15, Survival 6 ranks.
Benefit: The character’s physical body actually leaves the real world and enters the world of spirit, allowing him to traverse the Empyrean as if he were in his spiritual form.
However, exiting the Empyrean is somewhat tricky—the character must enter the Dreamworld of another person and essentially “ride” that Dreamer’s consciousness back into the real world when the Dreamer exits REM sleep. The Dreamer does not automatically awaken when this happens, although this is always a possibility. Other problems may certainly arise, if the Dreamwalker exits into a prison cell for example, or someone’s bedroom, aboard an airplane, etc. These situations must be roleplayed accordingly.
The geography of the Empyrean roughly correlates to that of the real world. The GM should use the rules for locating a specific Dreamworld (pg. 87) as a guide to determine whether or not the character comes close to his desired real world location. Joining or dream sleuthing might also help the character determine the Dreamer’s physical whereabouts provided he has enough time.
Special: Under normal circumstances, the character must be either asleep or in an advanced state of meditation and/or concentration in order to use this feat. Dreamwalkers with this feat may also enter and exit the Rasa through dream bridges and astral blights, without having to enter the dream state. Navigating the waters of the Rasa in this manner is not only difficult, but hazardous as well—if the character dies in the Empyrean, he ceases to exist.

Totem enables a character to become “in tune” with his own animal spirit or guide.
Prerequisite: Dreamwalker, Wis 15, Handle Animal 6 ranks.
Benefit: Once per dream, the character’s totem guide may be called upon to manifest and grant the character the use of any one feat or mana feat for a brief period of time, usually until the completion of a single task (GM’s discretion). The totem animal disappears once the task is completed.
While present, the totem animal can be helpful, but is just as often rude, fickle, and vain. It occasionally makes demands upon the character (which might actually provide a hook to future adventures) and it expects the Dreamwalker and his companions to treat it and others of its kind (in both the real world and the spirit world) with respect and dignity. If not, the totem refuses to answer the Dreamwalker’s calls until he atones in some way (GM’s decision, depending on the perceived insult). It should be noted that despite its pseudophysical manifestation, the totem animal is not an actual creature, but rather a manifestation of the Dreamwalker’s own subconscious mind. It is unclear what this says about the totem’s behavior, but many theories abound.
Totem can be used in conjunction with Soulforge in order to create a “familiar.” This creature is totally loyal to the character and manifests in both the spirit world and the real world as a tattoo somewhere on the character’s body. The character may spend a full round action to cause the familiar to manifest in the flesh (or return to tattoo form). Familiars have at least average intelligence, and quickly develop their own unique personalities. The familiar speaks its own animal language and understands the language of its creator. It can also communicate telepathically with its creator (and vice versa) at a range of up to one mile. In tattoo form, the totem may convey certain species traits to the character (GM’s discretion). A familiar’s statistics are equivalent to those of an animal of the same type except that it has the same number of hit points as its creator. If the familiar is ever killed, the character cannot create a new familiar unless he takes the Totem mana feat for a second time. Taking Totem for a second time conveys no additional bonuses.
Note: The familiar and the totem animal that appears when called upon during a dream are two separate entities.

Human Paragon 3
2008-10-21, 03:45 PM
You'll have to post the mana feats and dream powers, I'm afraid. Otherwise, we have no idea what the class actually does.

Primal Fury
2008-10-21, 04:42 PM
*GROAN* I know, I know. :smallannoyed:

I've just been busy as all crap lately. But I suppose I have some time tonight to at least get the common mana feats up. Maybe even a few powers.

2008-10-21, 05:14 PM
It would be....interesting to use this class in Eberron. I know I for one wouldn't wanna be walking around Dal Quor :smalleek:

Especially interesting would be a kalashtar dream walker.

Oh, and there's a typo in the level 16 Will Save section of the table.

Primal Fury
2008-10-21, 06:06 PM
There. Got the common mana feats up. The rest of it will be up soon as well. And thank you for that Lappy, I was doing the table so quick I didn't notice.

As a sidenote, if anyone actually wants to use this in a fixed setting (such as Eberron) it's fairly easy to replace the Brood with your own dream monsters (such as the Quori).

lord of kobolds
2008-10-21, 07:09 PM
Could a dreamwalker kill someone in their dreams? becausse until 20th level, they aren't going to be able to do it in the waking world.

Primal Fury
2008-10-21, 07:49 PM
Oh. Sorry. Clarified that.
I could have sworn I made that clear. :smallconfused:

Primal Fury
2008-10-21, 08:13 PM
All mana powers, except Alteration, are up. That particular power took up almost 4 pages and has its own tables, so that one's gonna take a while.

No more posting for me tonight.

Primal Fury
2008-10-22, 12:56 PM
Okay. Thats all the mana feats. Now, since Alteration was just to long to fit in with the other mana powers, it will need to go here.

Manifestation Time: full round action
Range: Touch
Target: One object
Duration: Standard
Mana Points: 2
Mana can be used to alter the pseudophysical reality of the Land of Dreams itself through alteration. Alteration is the most often used (and potentially abused) power available to characters. Alteration applies only to nonliving, nonmagical, nonpsionic things—a piece of lumber may be created, but a living tree, a magical staff, or an animated chair may not. Only normal objects or objects inherent to the Dreamworld (such as a laser rifle in a science fiction setting) are subject to alteration. Therefore, the Game Master may have to make a lot of judgment calls as to what is allowed during the course of each session.
Altered objects may be identified with a successful Spot check (DC 15). Altered objects last for the duration of the dream and disappear once the character passes through a Barrier or enters or leaves a region in flux. Creative players may somehow be able to use this to their advantage.

Alteration uses the object’s size (dimension or weight— whichever size category is greater) to determine DC modifiers and mana point costs. In some cases, units of measurement (pounds, liters, ounces, etc.), especially in regards to fine-sized objects (such as plastic explosives, acid, poison, etc.), may be more appropriate (GM’s discretion).
The Game Master should be prepared to allow a lot of leeway here as “size” refers primarily to the object’s actual mass rather than its height, length, or width. It is perfectly acceptable to rule that a football field and a 100-yard-long piece of string do not fall into the same size category (for purposes of Difficulty Class and mana point cost). By the same token, creation of ten swords should be treated as creation of multiple objects, even if all of those swords are connected to each other by a tiny piece of metal.

Size DC Examples
Fine 0 Quarter, gold ring, house key
Diminutive 0 Disposable camera, roll of duct tape, flashlight
Tiny 5 Night vision goggles, handgun, laptop computer
Small 10 Guitar, assault rifle, television set
Medium 15 Bicycle, flamethrower, entertainment center
Large 20 Car, storage shed, brick wall
Huge 25 Armored truck, swimming pool, skateboard ramp
Gargantuan 30 Tank, bank vault, cement mixing truck
Colossal + 35 Skyscraper, house, aircraft carrier

Additional Modifiers
+1 for multiple objects
+1 for complex devices
+5 electronic parts
+15 target not stationary (Distance Reshaping only)
-10 for every additional Dreamwalker concentrating on the act

Note #1: These modifiers are cumulative
Note #2: Alteration of objects which do not fit in with the Dreamworld (such as a machinegun in a medieval setting) are double the normal difficulty and mana point cost

Alteration Mana Point Cost

2 mana points per Object Size
+2 mana points for multiple orgroup objects
+5 mana points for complexdevices
+10 mana points for electronicparts

Note: These numbers are cumulative.

Alteration Time
Alteration time is limited only by the amount of mana points a character can spend per round.

Taking 10 and Taking 20
Characters using alteration may “Take 10” and “Take 20” as per the normal rules.

Everything within the Land of Dreams is composed of mana, and as such, is subject to the whims and desires of the Dreamwalker. Dreamwalkers are able to take raw mana (air) from their surroundings and alter it into something more useful, whether it be a finished object (such as a car), raw materials (lumber or stone), liquids, and even gasses. This requires a successful Wisdom check (see Alteration Tables I and II for DC). Characters with the Creative feat receive a +2 bonus to this check for every time they have taken that feat. Creation alteration takes place upon touch and is nearly instantaneous—the desired object literally appears to sprout forth from the character’s hands. Clothing does not hinder creation alteration, so a character may still wear gloves and produce the same effect. Although a working knowledge of the altered object is not necessary (see Imprinting, pg. 84), the character must know what kind of object he wants to create.
For example, a poison antidote may not be created unless the type of antidote is known.
Once created, objects conform to their natural shape and form; liquids must be stored in some type of container, fire must have fuel to continue burning, gasses may be dispersed by heavy winds, etc. Created objects do not imply motion—air may be created, but wind may not; water runs downhill, fire wafts upward from its source, etc.
Note: Attempts to create objects in the waking world have their DC’s increased by 10.

Reshape alteration is similar to creation, but less costly to perform. Objects that already have a pseudophysical form may be reshaped with a successful Wisdom check (bonuses for the Creative feat apply as with Create, above). The DC and mana point cost to reshape an object is one-half of those listed on Alteration Tables I and II (minimum of 1). Only nonliving, nonmagical, nonpsionic solids or liquids may be reshaped, although these materials can be transformed into almost anything, even a gas. Once again, a working knowledge of the object is not necessary, although the character must know what kind of object he wants to reshape. The original object must be at least the same size and mass as the desired object. If the original object is larger, it often becomes misshapen and/or unusable after the reshaping.

Complex Devices
Complex devices include almost any type of mechanical object. The number of mechanical parts does not matter—the Difficulty Class and mana point cost remain the same. Wall safes, bicycles, monkey wrenches, cigarette lighters, and most modern weapons are considered complex devices.

Electronic Devices
Electronic devices include any type of manufactured object with electronic or electrical components. The number of electronic parts does not matter—the Difficulty Class and mana point cost remain the same. Stereo systems, computers, telephones, chainsaws, and most modern vehicles are considered complex devices.

Multiple or Group Objects
Multiple objects of the same type, or groups of related objects (such as a bow and a quiver of arrows, a furnished apartment building, a desk and chair, a bed frame, a box spring and mattress, a fully outfitted aircraft carrier, etc.) may be altered with a single check. In this case, the approximate size of the largest object or the overall size of the gathered objects (as well as their composition) is determined by the Game Master and the appropriate DC modifiers and mana point costs applied. Group objects would include a castle with full armaments (catapult, ballista, boiling oil, armory, etc.), but not a skyscraper outfitted with the same.

Objects may be unmade by being reshaped into air.

Objects may be automatically repaired with mending alteration. Mending alteration restores all lost hit points and hardness to vehicles and inanimate objects, and completely repairs any moving or electronic components. To determine the mana point cost, treat the object as if it were being reshaped into one of similar size and makeup, then halve the total (minimum of 1).

Distance Reshape
A character can use reshape to alter objects (and sometimes even attack) at a distance. The character must be able to see the object being reshaped, and some part of the character must be touching something that touches the object—a character standing in a room may reshape the ceiling, as his feet touch the floor which touches the walls which touch the ceiling. He may not reshape an airplane flying overhead.
The target must be stationary in regards to the character. For example, if the character is aboard a bus, all objects inside would be considered stationary. If the target is not stationary, (i.e. a character standing on the side of the road attempts to reshape a moving vehicle), the DC increases by +15. Living creatures are never considered stationary for purposes of this check. In addition, Dexterity bonuses for Defense are added to the DC of any distance reshaping directed against a creature or its personal possessions (usually through their shoes). Distance reshaping produces a visible effect—both the object being reshaped and the intervening distance ripple during the procedure. Therefore, if the effect is some type of obvious attack form (such as making the floor disappear or growing spikes from the walls), the target may be allowed a Reflex save to avoid the effect (GM’s discretion).
The distance between the character and the intended effect is counted towards the object’s size for purposes of DC modifiers and mana point cost, even though the actual affected area (and thus the damage delivered, if any) may be much smaller.

Alteration can be used as an attack form, such as when creating a pillar of fire around an enemy, creating an electrical charge through an iron girder to strike the drone walking across, or reshaping a knight’s suit of armor into an iron maiden. In most cases, the target should be allowed to make either a Fortitude or Reflex save in order to take 1/2 or no damage (GM’s discretion).
The character is immune to the effects of his attack for the round in which the attack form is altered only. Thereafter he may suffer damage from his own alteration. Other factors may compromise this immunity (GM’s discretion). For example, creating an electrical charge while standing in a pool of water is generally not a good idea, nor is creating a bonfire while drenched in kerosene.
Direct attacks against a mana-using creature are subject to be nullified (see Nullify, pg. 17). Creating a steel cage around a character may not be nullified, but encasing him in a solid block of ice would, since the ice touches him directly. Alteration damage must be determined on a case-by-case basis. The nature and size of the attack form often help determine the amount of damage dealt, but as a rule of thumb the damage should be no greater than 1d6 points of damage per round per 2 mana points spent (or per 1 mana point spent for reshaping attacks). This is one area where the Game Master must be flexible and “think outside of the box” to apply any other adverse affects (such as catching on fire, damage from smoke inhalation, drowning, etc.).

Extended Alteration
Alteration is only limited by the amount of mana a Dreamwalker possesses. If the desired object has a mana point cost greater than the character can spend per round, the alteration carries over into subsequent rounds, provided the character continues to concentrate. The order in which extended alterations take shape begins with its size, then multiple objects are added, then complex devices, then electronic devices.
Extended alteration requires the utmost concentration, leaving the Dreamwalker vulnerable to outside attack— characters are considered Unaware for combat purposes. A character who is interrupted during extended alteration must make a Concentration check (DC 15) to avoid losing the mana points for the round in which his concentration was broken. If the check fails, a partially formed object is altered instead.

Many objects may be difficult or even impossible for one character to alter alone. Several Dreamwalkers may pool their mana together in order to help with alteration. The DC is lowered by -10 for every additional Dreamwalker who helps. The Dreamwalkers must be within 30 ft. of one another, and they must all concentrate (becoming Unaware for combat purposes), although only one character does the actual alteration. Pooled alteration time is limited by the number of mana points the altering character can spend per round. The total mana point cost of the altered object is distributed evenly among those involved, with the altering character responsible for any extra points.

And that's it for the Dream-Walker! I sincerely hope don't get in trouble for putting this stuff up here. Now maybe I'll get some reviews. :smallamused:

Primal Fury
2008-10-24, 05:37 PM
C'mon guys. I'm not trying to see if you guys like the class or not, just want to know if it needs some balancing. That's all.

lord of kobolds
2008-10-24, 06:02 PM
Oh. Sorry. Clarified that.
I could have sworn I made that clear. :smallconfused:

Admittedly, I did skim a bit...:smallredface:

2008-10-24, 08:54 PM
C'mon guys. I'm not trying to see if you guys like the class or not, just want to know if it needs some balancing. That's all.

Hey, give us a break, there's a ton of feats here, which means a ton of places where something could be potentially unbalanced. It's a great idea...there's just alot to work with.

Primal Fury
2008-10-24, 09:33 PM
Hm. Hadn't considered that. Sorry for the jerkyness.:smallredface:

Though you are right, the balance is rather questionable, being able to have any feat you choose could be a bit much. But there are substantial limitations in the waking world to prevent that (hence the 10% mana rule). In order to use that particular ability they would need at least 150 mana points, and thats only if they meet the requirements for it, if not then thats 250 mana points. And the way I have the mana points set up now, theres a chance they won't even get that much before the epic levels.

Incidentally, I'm thinking of adding the wisdom modifier to points gained, that way the least they would get would be about... 80-90 points if they had a decent wisdom score.

And like I said before, if you have any questions on the mechanics, I'll look through Dreamwalker Revised. I'm not posting ALL of that... cuz it really is alot, and its not my material, so... yeah.

On a sidenote, you cannot be killed in a dreamworld. Unless its by a Dream-Stalker, which is an evil Dream-Walker PrC concept I'm rolling around in my head.

Primal Fury
2008-10-28, 06:26 PM
Just a small update.

Moved the Reflexion template to the Crossing Over advanced mana feat, and added the wisdom modifier to the number of mana points gained.

2008-10-31, 09:44 AM
Gain New Feat is incredibly broken. Once you have enough mana to be able to use it, you just sit and become pun-pun? Needs to go. You can gain 1 or 2 new feats per day, or more, or is there a rule on how many time you can sleep per day? Heck, you just have to visit your dream-world, doesn't say how much time you have to stay there, you can just take a 1 minute nap, replenish you mana, gain a feat, rinse and repeat. Same goes for increase skill. I think it needs balancing.

2008-10-31, 10:01 AM
Better yet, is there a rule on how much time it takes for you to fall asleep, or you just declare "I'm going to take a nap, now..." if it's that way, it's just even more broken by RAW. You can just say that you wish to gain a feat that grants you the Scaly One subtype and then grant yourself manipulate form, which you use to make manipulate form permanent. Or any other kind of brokeness the player can think. It's even more broken the fact you can take a feat you're non-proficient with (even if you need at least 100 mana points to do so). Put in some restrictions, like you can only use it in the dream-world until you have day-dreaming or something like that...

2008-10-31, 10:06 AM
Better yet, is there a rule on how much time it takes for you to fall asleep, or you just declare "I'm going to take a nap, now..." if it's that way, it's just even more broken by RAW. You can just say that you wish to gain a feat that grants you the Scaly One subtype and then grant yourself manipulate form, which you use to make manipulate form permanent. Or any other kind of brokeness the player can think. It's even more broken the fact you can take a feat you're non-proficient with (even if you need at least 100 mana points to do so). Put in some restrictions, like you can only use it in the dream-world until you have day-dreaming or something like that...

Primal Fury
2008-10-31, 10:39 AM
First of all... I'm not sure if there even IS a feat that grants you the Scaley One subtype. And secondly, even if the character COULD take the Assume Supernatural Ability feat, theres no way they can actually use it since a dream-walker can't magically change their form until they get the Heart of the Beast mana feat.

Also, a dream-walker won't even be able to use those abilities until their epic level. Even if they have a wisdom of 18 at level 1, and roll ALL sixes for their mana points, that would only give them... around 200 mana points, which would STILL only allow them to gain feats they meet the requirements for. Now I know I'm not accounting for inceases in wisdom, but by that time they'll already have Daydream anyway.

EDIT: brujon had a point about the sleeping thing, so I required them to get a full nights rest in their own dream-world to regain all their mana points.

EDIT 2: Also had a point about Increase Skill, so I tweaked that too.

2008-12-11, 08:34 PM
Hey guys, just so you know, the entire Dreamwalker Revised supplement (including setting, feats, classes, etc.) is available here for free.


Just add to cart and proceed to checkout.

All the best,