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The Vorpal Tribble
2006-05-15, 10:10 AM
http://my.photosleeve.com/TheVorpalTribble-albums/Mindfields/aaa.jpg

We are the music makers,
And we are the dreamer of dreams,
Wandering by lone sea-breakers,
And sitting by desolate streams;
World-losers and world-forsakers,
On whom the pale moon gleams:
Yet we are the movers and shakers
Of the world for ever, it seems...

...A breath of our inspiration
Is the life of each generation.
A wondrous thing of our dreaming,
Unearthly, impossible seeming-
The soldier, the king, and the peasant
Are working together in one,
Till our dream shall become their present,
And their work in the world be done...

...But we, with our dreaming and singing,
Ceaseless and sorrowless we!
The glory about us clinging
Of the glorious futures we see,
Our souls with high music ringing;
O men! It must ever be
That we dwell, in our dreaming and singing,
A little apart from ye...

...You shall teach us your song's new numbers,
And things that we dreamt not before;
Yea, in spite of a dreamer who slumbers,
And a singer who sings no more. - Ode, Arthur O'Shaughnessy



Imagination, forged in the minds of the first beings ascended to sentience. The ability to see things without the limitations of our physical perceptions. All imagination is spawned from that which is. Distorting it, adding to it, twisting it to view from another angle. The first beings might have looked to the heavens and thought to themselves, "I have seen the glint in the eagle's eye. Perhaps the lights set in blackness of the nights sky are great eagles, wrapped in shadows, their gaze cast down upon the earth." Or perhaps they witnessed a brush fire ignited by a searing crack of lightening on dry sun beaten plains. How it did jump from shrub to tree, consuming, destroying, tearing the once strong plant to the ground leaving nothing but scorched earth and smoldering char. Perhaps they might think that night is the sky burned by the suns passage, and the sparkling is no more than remnants of the burnt heavens, still flickering with dying heat. Thus can imagination be also the process of filling the gaps to explain that which is unexplainable. Imagination is what-ifs and what-mights and what-could-bes.

When we sleep our minds change in their functioning. No longer is it concerned with feeding information through our senses. It is free to explore and challenge that which it has been given in waking times. Imagination as it were, becomes unhindered, and stretches beyond its physical constraints, and so we dream. Seeing things that cannot happen, doing things that cannot be done.

The minds of all sentient beings influence something, somewhere, at some level of reality normally unattainable. But our consciousness goes somewhere as we sleep, to a plane not astral, nor material. A realm of pure thought, crafted by imagination and unrestrained by the physical and temporal rules. A place where time, space and thought are one. There are the Mind Fields.

Sometimes though, for whatever reasons may be, the mind simply cannot return to the confines of its normal existence. Some say that those in a coma roam the Mind Fields, unwilling to return to the damaged vessel. Those who reach levels of meditation of great depth may propel themselves so far within, that they know no way to climb out. Others may simply become so centered on their dreams that they cannot let go.

The soul, consciousness, life force, by whatever name you call it, wanders freely. Possessed of no physical body. You are no longer constrained, except by your preconceptions of how existence should be, and by what is, and what is not, possible. This, and only this, forms your limitations, and most are unable to cast off What Cannot Be. Many, however, can suspend disbelief, for a time at least, using abilities the mind has always possessed...


The Mindfields is alike to a continent floating within the great expanse of the region of dreams, dreamscapes wafting against it like waves and swells, influencing it and changing its shape ever so slightly, sometimes even washing ashore. It is a place of dangerous beauty and of the mind-breaking fantastic. Here 'dreams' can kill and imagination is a tangible substance. Despite this many have come to call it home, their minds caught in a timeless instant, removed completely from their bodies. Others are fancies given flesh and form within these boundaries. Some though physically inhabit these lands, come through great powers of the mind, or invited by the overwatching powers of the Karibbi itself.

http://my.photosleeve.com/TheVorpalTribble-albums/Mindfields/aab.sized.jpg

The Vorpal Tribble
2006-05-15, 10:12 AM
Dreamcatcher

http://mail.bris.ac.uk/~lijeh/creweb.jpg

Small Magical Beast (Incorporeal, Psionic)
Hit Dice: 6d10+6 (39 hp)
Initiative: +9
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 18 (+2 deflection, +5 dex, +1 size), touch 18, flat-footed 13; or 19 (+5 dex, +3 natural, +1 size), touch 16, flat-footed 14
Base Attack/Grapple: +6/+6
Attack: Bite +12 touch (1d6 plus midnight venom)
Full Attack: Bite +12 touch (1d6 plus midnight venom)
Space/Reach: 5 ft./5 ft.
Special Attacks: Darkvision 60 ft., dreamweave, improved grab, low-light vision, midnight venom, psi-like abilities
Special Qualities: Incorporeal traits, innured of dream, natural invisibility, power resistance 16, slumber sense, strangescuttle, telepathy
Saves: Fort +6, Ref +10, Will +6
Abilities: Str 10 (- against non-incorporeal), Dex 20, Con 12, Int 5, Wis 19, Cha 14
Skills: Autohypnosis +7, Concentration +5, Knowledge (the planes) +6, Lucid Dreaming +13
Feats: Ability Focus (midnight venom), Improved Initiative, Skill Focus (lucid dreaming), Weapon Finesse(B)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Any
Advancement: 7-10 HD (Small), 11-16 HD (Medium)
Level Adjustment: -

Dreamcatcher's are beneficial creatures attracted to homes where misery, and subsequently bad dreams, reside for such locales are rich in nourishment for them. As soon as their bait has fallen asleep they spin their unique webs formed of dreamstuff above them. These webs filter the good dreams from the nightmares upon which the Dreamcatcher feeds. Most seem to have an almost primal anger directed at beings of bad dreams and when they dispatch a caught meal their obvious satisfaction is almost tangible. Dreamcatchers are normally rather neutral in reguards to those whom they guard over during the night, though there are those who actively try to bring peace to troubled homes by the sifting of their dreams. Others however are rather sadistic, feeding and then when their opponent awakes, biting them and filling them with terror as they die.

Though naturally invisible, a Dreamcatcher that is seen as it truley is appears as large, hairless spider covered in chitin of a murky shade. Even darker colored areas form beautiful, complex designs that pulse and twist at random. A pale blueish-white light reflects off of its body like the overhead glow of a full moon. Their two mournful blue eyes are startlingly human, though frantically twitching and of great size, and its eight legs end in grasping fingers. A nightmarish collection of serrated fangs protrude from its wide mouth, partially hidden by a smokey cloud that puffs forth with each breath, giving hint of shape and form within before disolving.

Dreamcatchers may never meet another of their kind their entire life. This is not a problem as dreamcatchers reproduce by gathering the best parts of various dreams their bait produce and weaving it into a great mass. The Dreamcatcher then puts themselves into a 'Vision of Birthing', a process where they literally dream their offspring into existence, the mass of dreamstuff collecting these thoughts and slowly forming them into the proper state. This mass is then often left in heavily populated areas. Nearby dreams resonate with each individual dreamcatcher, forming their personality and alignment. When they hatch they flood the city, spinning miniature webs above hundreds of sleepers. Many then die as they are easily defeated by the captured nightmares, only the strong or cunning surviving. This explains much for the loathing in which they reguard their nemesis of unconsciousness.

Combat
Dreamcatchers are instinctive, merciless hunters that prey soley on beings of bad dreams by trapping them in their webs and then dispatching them with quick thrusts of tooth. If attacked by other beings they have no qualms on shifting their attacks upon the offender. If their foe proves too much they attempt to confuse it with their psionic abilities.

A dreamcatcher's natural attacks are considered magical weapons for the purpose of overcoming damage reduction.

Dreamweave (Su): The web of a dreamcatcher protects its host from all fear affects and harmful powers of the subconscious such as Cerebral Phantasm and Primal Fear, or spells including Nightmare, Phantasmal Killer, and any Oneiromancy types. Benign powers such as Dream however are unaffected. This web takes a full minute of uninterupted work to cover an area of ten feet. The dreamcatcher can spend additional time to further weave its webs, but rarely does so.

This web is invisible and incorporeal, allowing normal beings to pass through, but not those with the incorporeal subtype or beings of dream such as Quori and Night Hags and those possessed or inhabited by any of the like. Such creatures must have True Seeing or like abilities to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while wriggling free. The webbing cannot be burst, though slashing Ghost Touch weapons and natural weapons of incorporeal creatures can damage it. Each 5-foot section has 14 hit points and damage reduction 5/-.

A dreamcatcher can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. The web last for 8 hours before disolving into nothingness. This triggers all naturally sleeping beings within its area to awaken.

Incorporeal Traits: A dreamcatcher is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Innured of Dream (Ex): Dreamcatchers have immunity to fear and sleep effects and a +4 bonus against all mind-affecting effects.

Improved Grab (Ex): To use this ability, a Dreamcatcher must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

Dreamcatchers receive a +4 racial bonus on grapple checks, which is already included in the statistics above. This bonus increases to +6 against dream-based creatures.

Midnight Venom (Su):
A dreamcatcher's bite fills its victim's mind with the most horrible dreams it has feasted upon. The effects of this bite are identical to a phantasmal killer spell. On a successful bite attack, the victim must make a DC 17 Will save. If the save succeeds, the victim overcomes the fear and suffers no additional affect. If the Will save fails, the victim must succeed on a DC 17 Fortitude save or die of fright. Even if the Fortitude save succeeds, the victim still takes 3d6 points of damage. Three times per day this venom can be sprayed as a ranged touch attack with a range increment of 10 feet. This is a mind-affecting fear effect and includes the +2 bonus for the dreamcatcher's Ability Focus feat. The save DC is Charisma-based.

Natural Invisibility (Ex): A Dreamcatcher is effectively invisible as the spell. This ability is constant, allowing a catcher to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.

Psi-like Abilities:
At will/Empathy, False Sensory Input, Telempathic Projection; 3/day Attraction, Aversion, Cloud Mind, Psionic True Seeing, Wall Walker; 1/day Dream Travel. Manifester level 6th. Save DC's are Charisma based.

Slumber Sense (Su):
A dreamcatcher can sense all sleeping beings within 200 feet, though cannot pinpoint their exact location.

Strangescuttle (Ex):
A dreamcatcher's movements are so intensely surreal and hard to follow that if it moves five feet or more anytime that round all melee and ranged attacks against it are assessed a 20 percent miss chance until its next turn.

Telepathy (Su): A dreamcatcher can communicate telepathically with any creature within 60 feet that has an Intelligence score. The creature can respond to the dreamcatcher if it wishes - no common language is needed.

Skills: Dreamcatchers gain a +4 racial bonus on Concentration, Knowledge (the planes) and Lucid Dreaming checks.


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Sleepwalker

What was my dream? A distant, unknown world/That elemental ether doth immerse,
With matter in a wild disorder hurled,/And primal forces in contention whirled,
A senseless demon over all supreme,/Who seeks with apish malice to reverse,
Creative influences, and coerce/A universe to death and bring its scheme
To chaos whence it came? What was my dream?
- Joseph O'Connor, What Was My Dream?

Medium Outsider (extraplanar, incorporeal)
Hit Dice: 7d10+7 (45 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 deflection, +2 dex), touch 15, flat-footed 13; or 14 (+2 dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +7/+7
Attack: Incorporeal Touch +9 touch (1d8 )
Full Attack: 2 incorporeal touches +9 touch (1d8 )
Space/Reach: 5 ft./5 ft.
Special Attacks: Behind you, cold sweat, distracting memory, psi-like abilities
Special Qualities: Always slumbering, blindsight 60 ft., incorporeal traits, outsider traits, power resistance 20, questionable existence
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 10 (- against non-incorporeal), Dex 14, Con 12, Int 10, Wis 18, Cha 16
Skills: Autohypnosis +14, Hide +12, Intimidate +13, Knowledge (the planes) +10, Listen +14, Lucid Dreaming +14, Sense Motive +14, Spot +14
Feats: Dreamtelling, Weapon Finesse
Environment: Any
Organization: Solitary, Vision (2-6), Wake (7-20)
Challenge Rating: 8
Treasure: None
Alignment: True Neutral
Advancement: 8-17 HD (Medium)
Level Adjustment: -

The memory of a song that once swears has never been heard, a delicious thrill at entering a long abandoned but somehow familiar locale, the feeling of deja vu that cannot be shaken. At some point this feeling is felt by all, a sense of the fantastic brought upon by sight or sound or smell that reminds them of... something. Something that becomes harder to grasp the more one tries to remember. These places, sensation, memories, they are all a subconscious link to the Mindfields. Whether this phenomena is of the waking world changing dream, or dream having an echo of its own within waking, is unknown. Many suspect that there may be little difference. The link might not have existed at all until a passing mind established one.

Certain locales induce these feelings of otherworldliness more than others, such that nearly all who pass through experience an unexplainable strangeness. They become a focal point where both dream and waking coincide at the same time, creating an unnerving region of sheer surreality. Those who remain too long within begin to change and adjust until one questions whether they exist, or if they just think they do...

Sleepwalkers appear as figures hidden under a full-body veil of some glowing gossamer substance that billows and flutters around them. Whats to be seen within the veil varies as the sleepwalker can be derived from many species, but have a common theme, being roughly all the same height, and all with eyes closed. The blurred faces are devoid of any expression, with the calm, serene expression of one fully and unashamedly asleep.

Combat
Sleepwalkers seek above all to bring new creatures into their ranks where they can enter a new stage of consciousness. They have no qualms about brutally murdering those they find, knowing they will merely awake the next morning unharmed and on their first step to becoming a sleepwalker themselves.

Sleepwalkers tends to gang up on those who enter their bewildering lands, using their psionic powers to confuse and weaken. Once they have control over their victim they use their Mind Seed ability to start the transformation.

Always Slumbering (Ex): A sleepwalker is immune to all fear and sleep effects.

Behind You (Su): A sleepwalker who does not possess a host cannot be looked at directly if it does not wish, only being seen vaguely out of the corner of the eye. This grants them full Concealment (50% miss-chance) and allows them to always be in a position to flank their opponent.

Cold Sweat (Su): Those who die at the hands of a Sleepwalker awakes in a cold sweat the next morning, remembering it only as a horrible dream. Others whom witness the death must succeed on a DC 16 Will check or forget the death as anything but a shared dream as well. What they do not know is that the sleepwalker has taken over the subconscious of their victim.

When their victim for whatever reason goes unconscious the sleepwalker slips along its link to dream to replace the consciousness that has left. The host takes on the mental scores of the sleepwalker and may now arise. The sleepwalker has full control over the body as if it had used Mind Switch, though cannot use any of its host's supernatural abilities or attacks, including spells or powers taken from a player class. All spells and powers directed at the host show it as being asleep.

The sleepwalker often directs its host's body back to the waking dream where the host was first met in the hope of converting it to another sleepwalker. If the host dies while the sleepwalker remains within it is released back into the Region of Dreams. If the host dies while in the area it picked up the sleepwalker it once more awakens the next morning.

When the host awakes the sleepwalker is pushed from its mind. The host gets the mental benefits of a good night's sleep, including its daily spells and powers, though does not heal any physical damage it sustained previously from its lack of bodily rest.

Distracting Memory (Su): A sleepwalker's presence does strange things to the mind, bringing forth subconscious memories. All those within 60 feet of a sleepwalker hear a sound or smell a scent that they have experienced in a long forgotten dream. They must succeed on a DC 16 will save or become fascinated for as long as the sleepwalker is in range as their mind seeks desperately to place the sensation. Those who make the save are immune to the distracting memory for 24 hours. This is a mind-affecting effect. The save DC is Charisma-based.

Incorporeal Traits: A sleepwalker is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Psi-like Abilities: Continuous - Read Thoughts, Wall Walker; At will - Mind Thrust; 3/day - Dream Travel, Overland Flight. 1/day - Mind Seed. Manifester level 10th. Save DCs are Charisma-based.

Questionable Existence (Ex): A sleepwalker cannot be seen by mindless creatures or those that are immune to mind-affecting effects or do not sleep (such as elves). A sleepwalker cannot itself see such creatures in turn. As well a sleepwalker cannot be seen by use of divination spells or clairsentience powers, and creatures and characters who have an insight bonus on their attack rolls, Armor Class, skill checks or ability checks do not gain those bonuses against it. Thus many question if sleepwalkers exist or if they are but figments of one's imagination... or both.

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Insomnious

http://www.mariannekolb.com/gallery_shadow/shadow_images/passage.jpg

Medium Undead (incorporeal, psionic)
Hit Dice: 4d12 (30 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 17 (+3 dex, +4 deflection), touch 17, flat-footed 14; 20% miss-chance
Base Attack/Grapple: +2/+9
Attack: -; Claw +3 melee (1d4+1) against ethereal foes
Full Attack: -; 2 claws +3 melee (1d4+1) against ethereal foes
Space/Reach: 5 ft./10 ft.
Special Attacks: Dreamheld, dreamless, headtrip, psi-like abilities, spell-like abilities
Special Qualities: Born of dream, incorporeal traits, power resistance 18, slumber sense, turn resistance, undead traits
Saves: Fort +1, Ref +6, Will +9
Abilities: Str 12 (- against non incorporeal), Dex 16, Con —, Int 1, Wis 20, Cha 19
Skills: Concentration +8, Intimidate +13, Spot +7
Feats: Ability Focus (dreamless), Improved Grapple, Lightening Reflexes(B)
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: 5-14 HD (Medium)
Level Adjustment: --

A section of the scenery changes out of the corner of your eye. Turning you see a figure with wide, unblinking eyes that are red with fatigue with dark shadowy bags of utter exhaustion. Its hair is strewn about, knotted and uncombed. The features are that of an utterly insane being appearing inhumanly weary. Its movements are manic and overly energetic.

In an oval area of of six feet by four feet the scene around the creature is alike to normal surroundings, but as it moves the background as seen through this oval is nightmarish and unreal.

An insomnious is the mental echo of a psionic creature who by a spell, brain damage, or attack from another insomnious, has died from lack of sleep with a portion of its soul still within Dream which is brutally seperated from the rest when it dies. Its only urge is to find rest, and will attack any sleeping character it can find, instinctively attempting to gain by force the restful state from which it is forever restricted.

Combat:
The insomnious generally prefer to go after those who sleep and unable to put up resistance and try to bring them physically into the realm of dream. It has no qualms about doing this to waking creatures as well, though it will attempt to put them to sleep if it has the chance.

Born of Dream (Ex):
As a being of dream, an insomnius appears hazy and out of focus, such that all melee and ranged attacks are assessed a 20-percent miss chance. This 20-percent miss chance is not the same as concealment.

Dreamheld (Su):
An insomnious will first try to grapple its opponent, using its dexterity modifier instead of its nonexistent strength to grab hold of its opponent. If successfully grappled the victim is pulled physically within the terrifying realm of dream that the insomnious inhabits for 1d6 minutes. Here the insomnious draws upon the energy of its horrified victim, draining 2 points of constitution per minute of the victim's stay. Every two points of constitution drained temporarily increases the insomnious's HD by 1. If the victim is reduced to 0 constitution his body crumbles away, leaving the spirit forever trapped in Dream. Upon being expelled from the prison the victim must make a DC 16 will save or remain shaken for the rest of that day. The save DC is charisma based.

Head Trip (Su):
If any kind of telepathic contact is attempted with the Insomnious the manifester's conscious is brutally forced into the horrible dreamscape the insomnius calls home. This unnatural dislocation opens conduits of pain the victim has never endured before. While hellish landscapes unfold in the victim's mind, the victim's body collapses to a prone and helpless position, insensate to the enviroment around it, and it screams mindlessly (literally). Within 1d6 rounds the victim awakes and the awful memory of pain remains, making the target susceptible to other mind-affecting effects (a -2 penalty on Will saves against mind affecting effects) for a period of one day.

Incorporeal Traits: An insomnius is harmed only by other incorporeal creatures, magic weapons, powers, spells, spell-like abilities, and supernatural abilities. It has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. It can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. An incorporeal creature always moves silently and cannot be heard with Listen checks if it doesn’t wish to be.

Psi-like Abilities:
At will/Dream Travel (self only), Primal Fear; 1/day *Dreamless, Insanity. Manifester level 6th. Save DC's are Charisma based.
* See new power a couple posts down.

Slumber Sense (Su):
An insomnious can sense all sleeping beings within 200 feet.

Spell-like Abilities:
At will/Sleep; 3/day *Manifest Nightmare, Symbol of Sleep. Caster level 6th. Save DC is Charisma based.
* Found in Heroes of Horror

Turn Resistance (Ex): An insomnious has +6 turn resistance as its very being is partially within the realm of dream.

Skills: An Insomnius has a +6 racial bonus on concentration and intimidate checks.

The Vorpal Tribble
2006-05-15, 10:13 AM
http://www.zen-occidental.net/photos/bodhidharma3.jpg

Rejuvenating Trance [Psionic]
You exchange sleep for meditation.
Prerequisite: Mind Over Body, Psionic Body
Benefit: While you are psionically focused you may substitute sleep for eight hours of watchful meditation. This allows you to recover PSPs and hit points as quickly as if you were sleeping. You achieve a state of deep concentration, in which you focus and regain your energies. You are still conscious and aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked.
Normal: Eight hours of restful sleep is required to regain psionic points and heal at an optimal rate.
Special: You take a -6 penalty to spot and listen checks while in your trance.

-=-=-=-

Accelerated Rejuvenation [Psionic]
Your mind refreshes itself quickly.
Prerequisite: Mind Over Body, Psionic Body, RejuvenatingTrance
Benefit: While in a rejuvenating trance you only need half the rest you normally do to regain power points and hit points.
Special: You no longer take penalties to spot or listen checks while in a trance.

The Vorpal Tribble
2006-05-15, 10:15 AM
Psicrown of the Dark Psyche
A dark psyche psicrown is the thing of nightmares, focusing on the irrational fears and hidden phobias buried deep down within the subconscious.
Description: This psicrown appears wrong somehow. Superficially it as a skullcap woven of the darkest grey silk with silver crystal forming intricate, strangely unnerving patterns that radiate out from a smokey crystal in the very center. Long tassles stiffened with glistening wire protrude from around its edge, each individual thread seeming to grip the wearer's head strongly. Upon looking closer they seem to be literally imbedded into the skull, but that must be a trick of the eyes surely? Wait, did it just twitch?!
Activation: You can activate the psicrown as a standard action and use any one of the psionic powers listed below. Using a different power, or the same one in succession, requires another standard action.
Effect: This psicrown has 450 power points and allows the use of the following powers.
* cerebral phantasm (CP 80)
* demoralize (XPH 91)
* form of doom (XPH 108 )
* primal fear (CP 95)
* shadow eft (CP 98 )
Aura/Manifester Level: Moderate Psychometabolism and Telepathy. ML 11th.
Construction: Craft Psicrown, cerebral phantasm, demoralize, form of doom, primal fear, shadow eft, 47,447 gp, 3,796 XP, 47 days.
Weight: 1/2 lb.
Price: 94,894 gp.

-=-=-=-=-=-

*Incense of Restless Nights

This block of insense appears in all ways to Incense of Meditation, even to spellcraft checks. However, when they finally awake they find what purpose the incense really had. Whenever a being who can meditate or sleep lights the block they must make a DC 17 will save or immediately fall into a deep slumber filled with nightmares. They do not awaken or rise unless slapped or wounded, but not by normal noise. The subject is fatigued upon awakening and are unable to regain arcane spells for the next 24 hours.

Furthermore those who use Identify spells on the incense must make an opposed caster level check to determine the true nature of the incense before lighting.

Moderate Illusion; CL 9th; Craft Wonderous Item; Deep Slumber, Magic Aura, Nightmare; Price 1875 gp; Weight 1 lb.


* Yeah, its not psionic, but it does go along with the theme, so just consider it a bonus item

The Vorpal Tribble
2006-05-15, 10:19 AM
Dreamless
Telepathy (Compulsion) [Mind-Affecting]
Level: Telepath 5
Display: Mental
Manifesting Time: 1 round
Range: Close (25 feet + 5 ft./level)
Target: One living, thinking creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 9

The subject's brain functions are subtely altered so that the target cannot achieve a dream state. This disturbs the target's sleep cycle in a way that prevents him from regaining power points or spells, if those stem from a class that requires a restful period of time to do so. Also, the target is immune to all spells, powers and effects that rely on dreams, such as the nightmare spell.

Over the next several days after being affected by this power, the subject suffers more and more severe - and cumulative - reprocussions from the lack of mentally relaxing sleep. Subjects that don't dream are unaffected by this power. Those who meditate instead of dreaming are still affected as they are blocked from the neccessary subconscious interaction to refresh themselves.

If the subject fails her saving throw she takes 1 point of Intelligence, Wisdom, and Charisma damage per day.

*From the day when any one of these scores are damaged to 8 points or lower the victim becomes Fatigued.
*From the day when any one of these scores are damaged to 6 points or lower the victim becomes Exhausted.
*From the day when any one of these scores are damaged to 4 points or lower the victim becomes Shaken.
*From the day when any one of these scores are damaged to 2 points or lower the victim is driven insane and is affected as if by the insanity power.
*If any mental ability score is damaged to 0 points, the target suffers a horrible mental breakdown and will die within the next 4d6 hours.

This affect can be removed by psychic chicurgery, reality revision, and similiar effects. Restoration, Heal, Greater Restoration, Limited Wish and Wish also removes the affliction. A Restful Slumber spell has a chance to counteract and dispel dreamless, though the caster must first succeed on an opposed level check (the level for this ability equals the manifester's level, +1 per day the affect has progressed). A second usage of this ability restores the brain to proper balance.

Augment: This power may be augmented in two ways:
For every two additional power points spend this power's DC increases by 1.
For every four additional power points spent this power can affect another target.

The Vorpal Tribble
2006-05-15, 10:26 AM
Aboriginal myths tell of the legendary totemic beings who wandered across the country in the Dreamtime, singing the world into existence...


Surrealist of Karribi

http://www.tendreams.org/yerka/Door%20Slam%20c.jpg
Image copyright of Jacek Yerka. All rights reserved.

Where horrible dreams plague entire towns, where dire prophesies come from the lips of crazed madmen, where the unwaking lie in lifeless comas, there are to be found the Surrealists of Karribi. Beings of equal benevolence and strangeness, they are nevertheless a comfort to the fearful and insane, calming and soothing their worried minds.
Surrealists of Karribi are ultimately devoted to the dictates of their deity, guarding the security of sleeping minds, and battling beings who use the medium of dream to influence and control others. They are the mortal enemies of Night Hag's and their sleep invading ilk.
Surrealists of Karribi are generally naturally psionic individuals drawn into the clergy, and thus combine their mental prowess with their faith. Psions most easily meet the prerequisites for the Surrealist, other psionic individuals not so deeply immersed in the pure search of knowledge.
NPC Surrealists of Karribi tend to have been victims of horrible dreams that plagued them all their life, especially those who were driven to sleepwalking. With the aid of another Surrealist however they were able top overcome their fears and take advantage of Dream. The landscapes around temples of Karribi with many Surrealists are often strange but fascinating as the laws of nature and reality itself blurs with Dream into idealic, fanciful vistas.
Hit Die: d6

Requirements
Alignment: Chaotic or neutral good
Feats: Dreamtelling
Skills: Lucid Dreaming 4, Knowledge (the planes) 8, Knowledge (psionics) 4, Knowledge (religion) 4
Psionics: Must have a power point reserve of at least one power point.
Special: Must be a worshipper of Karribi and have the ability to sleep (elans, elves, and similiarly unsleeping races may not take this prestige class).


Class Skills
Autohypnosis (Wis), Concentration (Con), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (planes/psionics/religion) (Int), Lucid Dreaming (Wis), Perform (any) (Cha), Psicraft (Int), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int Modifier


Level BAB FS RS WS Special Spellcasting/Manifesting

1st +0 +0 +0 +2 Dreambond, Enigma of the Inner Self -
2nd +1 +0 +0 +3 Lucid Dream +1 level of existing divine spellcasting class or +1 level of existing manifesting class
3rd +2 +1 +1 +3 Somnambulism +1 level of existing divine spellcasting class or +1 level of existing manifesting class
4th +3 +1 +1 +4 Dream Travel +1 level of existing divine spellcasting class or +1 level of existing manifesting class
5th +3 +1 +1 +4 Unconscious Haven +1 level of existing divine spellcasting class or +1 level of existing manifesting class
6th +4 +2 +2 +5 Perfect Dream, Pure Imagination -
7th +5 +2 +2 +5 Bushy Tailed +1 level of existing divine spellcasting class or +1 level of existing manifesting class
8th +6 +2 +2 +6 Aura of Endless (Im)Possibilities +1 level of existing divine spellcasting class or +1 level of existing manifesting class
9th +6 +3 +3 +6 Dreamer of the Dreams +1 level of existing divine spellcasting class or +1 level of existing manifesting class
10th +7 +3 +3 +7 Eyescape +1 level of existing divine spellcasting class or +1 level of existing manifesting class

Class Features
All the following are class features of the Surrealist of Karribi prestige class.

Weapon and Armor Proficiency:
Surrealists of Karribi gain no proficiency with any weapon or armor.

Spells per Day/Powers Known: At each level indicated, you gain new spells per day and an increase in caster level (and spells known if applicable) as if you had gained a level in a divine spellcasting class to which you belong before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a surrealist of karribi, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Alternatively, at each level above first, you gain new powers per day, an increase in manifester level. and powers known as if you had also gained a level in a manifesting classs to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a surrealist of karribi, you must decde to which class to add each level for the purpose of determining powers per day, manifester level, and powers known.

If you have both divine spellcaster levels and manifester levels upon gaining a level as a surrealist of karribi, you must choose which class gains the benefit of this ability. You cannot increase both your spellcasting and manifesting levels. At each level that grants this ability, however, you can choose to improve either your divine spellcaster level or your manifester level. Choosing one way does not restrict you to the same choice when you gain your next level.

Enigma of the Inner Self:
You delve into the mental powers of the subconscious. Choose one of the following Domains: Dream, Knowledge, or Mind. The spells of that domain are added to any divine spellcaster class and you can prepare them normally. You also gain the granted power associated with that domain. (The Dream domain can be found in Heroes of Horror).

Dreambond (Ex): A surrealist of Karribi gains the Oneiromancy feat. As well, any powers of the Oneiromancy type can be cast as a class spell.

Lucid Dream (Ex):
At 2nd level a surrealist of Karribi has a dream of such clarity and lucidity that it seems realer than life. He bring the dream with him into wakening where it takes a physical form as a psicrystal. This psicrystal is composed of the phantasmahorical substance of dream and kept stable by its master's mind. It appears hazy and out of focus, such that all melee and ranged attacks against it are assessed a 20% miss-chance.

The surrealist of the crystal gains a +3 bonus on Lucid Dreaming checks.

Imaginative: This psicrystal is very strange and enigmatic. It has a fascination with the beauty of the unusual, the strange, and the fantastic. Even a simple set of old moss-covered stone steps can become an object of mystery and interest as the crystal reminds its master of how it resembles something glimpsed in a dream. It fills its master's days with undecipherable messages and cryptic observation that sounds familiar and stir something within the surrealist, but are in the end useless as they are hints to decisions, thoughts and memories hidden within the subconscious that have not yet come to light.

If the surrealist already has a psi-crystal, the dream is absorbed within it. It takes on the Imaginative personality, including subsequent +3 bonus to lucid dreaming checks, as well as the 20% miss-chance.

Dream Travel (Ps): A Surrealist of Karribi may use the Dream Travel power once per day. He may use the power one additional time at 6th, 8th, and 10th level.

Somnambulism (Ex):
A surrealist's subconscious mind becomes so hyperactive while he's unconscious that his body responds to the cerebral activity. Before going to sleep each night he must make a DC 25 Autohypnosis check or spend the night sleepwalking. A sleepwalker can take simple actions such as moving his base speed in a random direction or picking up objects. He is considered flat-footed, and takes a -20 penalty on spot checks so that though he is unlikely to walk off a cliff, he may not be able to find a doorknob to let himself out of a room. He is not consciously aware of his actions. A surrealist can be awakened with a swift shaking or sudden loud noise, though awakes automatically if he sustains any damage.

Unconscious Haven (Ex):
A Surrealist of Karribi is immune to harmful psionic powers and spells of dream such as Nightmare, Phantasmal Killer or any with the Oneiromancy type, as well as a nighthag's dream haunting.

Perfect Dream (Su):
A surrealist may Hallow a dreamscape as the spell as many times a day as he has levels in this prestige class.

Pure Imagination (Ps):
A Surrealist of Karribi has reached new heights of inspired creativity and once per day may merge with it and become a fantastic creature of pure imagination. This functions as the Form of Doom psionic power, except that instead of being hideous, the creature is so strangely and frighteningly beautiful that most minds cannot handle it.

Combine your highest manifesting class level with your prestige class level to determine your manifester level for purposes of duration and augmentation.

Bushy Tailed (Su):
At 7th level a Surrealist of Karribi's mind ascends to a higher level of consciousness, or subconsciousness as the case may be. In essence he is in a continuous state of waking sleep. He does not require sleep, though does need two hours of physical rest to properly prepare spells or powers. He remains fully aware during this rest. Sleep, Symbol of Sleep, and other similiar spells and powers do not affect the Surrealist who is already technically asleep. In fact, because of the exquisitely restful state of his mind he gains a +1 morale bonus to all skill, save, and initiative checks.

Aura of Endless (Im)Possibilities (Ps):
At 8th level a Surrealist's mere presence blurs the boundaries between dream and reality. Within this aura near anything can seem to happen. It extends some 10 feet from the Surrealist and those within, even allies, must make a Will save (DC 10 + half PrC level + cha modifier) to disbelieve. Anything experienced by those caught within this aura seems completely real, as if under the Microcosm power and they stand unmoving and helpless. If the Surrealist moves out of range the effect immediately ends. Another save must be made each time someone re-enters the aura. Surrealists may supress this ability by making a DC 25 concentration check every hour. This is a mind-affecting effect.

Dreamer of the Dreams (Ex):
The Surrealist of Karribi has reached the cusp of realization between Dream and Reality and becomes an Outsider with the native subtype. He is accustomed to the fluctuating unreality of Dream and has learned to see through it. Thus he gains a +4 bonus to resist any mind-affection effects, and can see things as they truley are as the True Seeing ability 3/day.

Eyescape (Su):
At 10th level the Surrealist becomes a master of weaving dreams, and his eyes appear to fade away, seemingly replaced with holes of unfathomable depth, though his sight remains unimpaired. Tiny motes of light deep within twirl, revolve, and chase one another around. Each of these motes are specialized dreamscapes that the Surrealist can craft once per week with a DC 30 Lucid Dreaming check.

Three times per day as a gaze attack with a range of 30 feet the Surrealist may peer into the eyes of any creature and bodily transport it to one of these chosen dreamscape unless it can make a Will save (DC 10 + half divine spell casting or manifesting class level + Cha modifier negates). A target may willingly fail its save.

These scapes may be a series of ideallic locales that the Surrealist may retire to at night while others are hellish places. The latter are generally reserved as prisons for opponents and enemies and are generally Hallowed. These scapes are in complete control by the Surrealist and normal lucid dreaming does not work within them.

The dreamscapes are permanent unless the Surrealist releases control over one. If they are dismissed or the Surrealist dies then they disolve and any being within it appears back within the location it occupied before being sent to the scape. If this would put the being within something solid they are shunted to the nearest clear space.

-=-=-=-=-=-=-=-=-=-

Karribi
Greater God (Neutral Good)

The Karribi is not a deity as most know them, but a godmind formed from the collective thoughts of those that dream. It takes form as a firmament within the heart of the Region of Dreams and is a haven to lost and wandering minds, such as those whom go into deep comas. Karribi for all purposes IS the Mindfields. In all ways it is concerned with the well-being of sleepers, guarding their dreams and battling beings who would use the medium that is the dream state to influence if not outright take over the minds that connect with the plane.

The Karribi is nearly a plane unto itself, with oceans, mountains, plains, forests, every kind of terrain in fact, within, but a plane filled with strangeness, for it is composed of that which dreams are made of. Locations from the waking reality can be found within, though usually oddly changed. In turn, fantastic vistas glimpsed in dreams are often echoes of their true place within the Karibbi.

Many creatures live here permanently here, along with hopelessly lost dreamers. In particular, within the sprawling forests are the rare massive trees miles high surrounding their comparatively dimunitive brethren. Halfway up the trunk the wood twists in on itself and forms arches all about its circumpherance and meeting scores of feet overhead. They braid back together flush and from there the trunk continues until it erupts into thousands of branches thick with foliage. Within each of these dozens of arches is a skeletal figure with parchment-like skin stretched over the bones. In places the skin has torn and shredded webs collect dust, though there is no sign of their archnid makers. These remains are barely clothed by a collection of loose, filthy rags that may once have been fine vestments. The Watchers as they call themselves do much as their name suggests, watching over the dreamheart and the dreamscapes that float like islands about it. None know why the Watchers take this form, but they are the eyes and ears of the Karribi.

His symbol is the tree of the Watchers, and his favorite weapon is the boomerang.

Domains: Creation, Dream, Knowledge, Mind, Protection

Mantles: Creation, Dream, Fate, Knowledge, Mental Power

Portfolio: Comas, Dreams, Imagination, Subconscious

Cleric Training: A high cleric of Karribi is often a councelor or an advisor, especially useful to those plagued by disquieting dreams. He gives his services by interpreting dreams and comforting those who constantly face restless nights. Those who suffer from relentless frightening dreams of great length and detail, particularly individuals given to sleepwalking, draw the interest of clerics of Karibbi. It is from these individuals they convert followers, taking time to teach them the disciplines of meditation, lucid dreaming, and oneiromancy. To graduate they often go off into the wilds on dreamquests where they strive to be drawn into the dreamheart and perhaps the Karribi itself.

Quests: Karribi's followers tend to be drawn to quests that deal with the strange and unusual if not down-right bizarre; their dealings with the eldritch nature of dreams allowing them insight and some degree of impunity. They are also called to the bedsides of comatose patients where they may stay for days, attempting to lead the mind back to its container.

Prayers: Prayers to Karribi are silent and private and usually made when the follower is weary, especially as they lay themselves down to rest. The prayers often seem to be unfinished as the follower falls asleep, but are actually continued by the subconscious and therefore considered more personal to Karibbi.

Temples: Temples to Karribi are often restful places of dim lighting and comfortable furniture, though with a strangely disquieting structure that seems slightly unreal. Odd paintings and sculptures are to be found here and there, crafted by artisans who wish to capture scenes and objects from their dreams. Rooms devoted to communal meditation are found in abundance, as are libraries devoted to the recordings of worshipper's subconscious wanderings.

Rites: Ceremonies of Karribi are strange affairs where many followers meditate together while burning incense and when unconscious merge their dreamscapes into one, a difficult affair that may last several days during which they neither eat nor drink.

Relics: <In Progress>

Herald and Allies: Karibbi sends a Dalmerdal (http://boards1.wizards.com/showthread.php?t=495320) as its herald. Its allies are yani-yileen (http://boards1.wizards.com/showthread.php?t=495320) , dreamguards (http://boards1.wizards.com/showthread.php?t=495320) and pangari (http://boards1.wizards.com/showthread.php?t=495320)

---

Dream Mantle
Granted Power: While psionically focused you are immune to fear effects.

1 *Primal Fear: Target is Shaken for 1 round.
2 eWaking Dream: Grant +1 morale bonus on target's attack or saving throw, or target creature becomes shaking.
3 *Cerebral Phantasm: Terrifying internal horrors take shape and attack your opponent.
3 eForced Dream: Subject can use dream state to relive a single turn.
3 *Realized Potential: Target gains +1 on attacks and saves and a +2 on trained skill checks.
4 Fly, Psionic: You fly at a speed of 60 ft.
4 Dreamless: You slowly go mad and may lose ability to manifest powers.
5 True Seeing, Psionic: See all things as they really are.
6 Form of Doom: You transform into a frightening tentacled beast.
7 Dream Travel: Travel to other places through dreams.
7 Insanity: Subject is permanently confused.
8 Bend Reality: Alters reality within power limits.
9 Microcosm: Creature or creatures lives forevermore in world of his imagination.

* From Complete Psionic
e From Magic of Eberron

The Vorpal Tribble
2006-05-15, 10:27 AM
Somnambul

http://bluepoppy.omworks.com/photos/drowsy.jpg


"Dreams are real, and real are dreams!" - Timothae the Awakened Dreamer, somnambul psion

Somnambuls are dream affected beings born to human parents. Sometimes a child is born to a mother in a coma or whom suffers terrible nightmares during their pregnancy. This somehow alters the mental and physical state of the child which forms partially within the region of dreams. This phantasmagorical womb never seems to give birth, continuing to both curse and gift the individual their entire lives.

The first sign of the difference in the child is its extensive sleeping time. They slumber so often and so deep that they are often malnourished, resulting in thin, weak adults. As they grow their oddness increases as they develop advanced somnambulism, the condition known as sleepwalking. Parents tend to spend much of their nights sleeping nearby their child after locking doors and windows in an attempt to prevent their child from wandering off and possibly injuring themselves. As they reach adulthood many teach themselves to remain still, or develop subconscious instincts that keep them from harm.

Somnambul's are known for their incredible creativity and imagination, and many become famous painters or writers. A large minority however suffer more and intense dreams as they age until they finally succumb to insanity. Either way somnambuls are always fascinating individuals with a unique view of the world, though a bit odd and often exceedingly absent minded. In fact, many Somnambuls consider themselves to have two lives, the waking and the dreaming, each state seeming as real to them as the other.

Generally only Somnambul woman give birth to other somnambuls, otherwise the child is often quite normal.

Somnambul Traits
Somnambul's resemble their human parents in most respects, including the familial similarity that any human child would share with his or her parents. The one exception to this is that a somnambul tends to have red-rimmed eyes even when completely rested that possess a strangely unnerving gaze.

* -2 Constitution, +2 Intelligence: Though quick learners and imaginative, a somnambul is in a constant state of mild fatigue.
* Medium: As Medium Creatures, somnambuls have no special bonuses or penalties due to their size.
* Somnambul's land speed is 30 feet.
* Humanoid (Human): Somnambuls are of human descent and are affected by spells and the like as if they were purely human.
* Unstable: Somnambuls are not known for the stability of their minds and take a -2 penalty to saves against confusion and insanity.
* Naturally Psionic: Somnambuls gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
* Dream Telling: A Somnambul with 5 or more hit dice has acquired extensive insight into their subconscious and Dream, gaining the benefits of the Dreamtelling feat (http://realmshelps.dandello.net/cgi-bin/feats.pl?Dreamtelling,HH) (Heroes of Horror).
* Lucid Dreamer: A Somnambul may always use Lucid Dreaming (Manual of the Planes, p. 203) as a trained skill and gains a +4 bonus on such checks.
* Gentle Mind (Su): A Somnambul's mind-affecting powers or spells do not automatically awaken unconscious beings they are directed at unless they deal damage.
* Sleepwalker: A somnambul's subconscious mind becomes so hyperactive while unconscious that its body responds to the cerebral activity. Before going to sleep each night a somnambul must make a DC 20 Autohypnosis check or spend the night sleepwalking. A sleepwalker can take simple actions such as moving his base speed in a random direction or picking up objects. He is considered flat-footed, and takes a -20 penalty on spot checks so that though he is unlikely to walk off a cliff, he may not be able to find a doorknob to let himself out of a room. He is not consciously aware of his actions. The sleepwalker can be awakened with a swift shaking or sudden loud noise, though awakes automatically if he sustains any damage.
* Up the Walls (Su): Somnambul's difficulty in distinguishing between dream and reality allow them to move in strange, surreal ways. They gain the benefits of the Up the Walls feat while psionically focused.
* Psi-Like Abilities: 1/day Demoralize or Empathy. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
* Favored Class: Psion.
* Level Adjustment: +0

-=-=-=-=-=-

The Somnambul Paragon

Somnambul paragons are often wonderous folk, though all the more strange for this. They learn to accept and use their link to both states of consciousness for their own advantage and gain mental stability. Thus they combine human potential with the inpiration of Dream.

Characteristics
Somnambul paragons tend to be the most famous, or infamous, of somnambuls, producing some of the the greatest works of art, be it in story and song or on canvas and crafts. Others go another route, seeking to learn of their link to dream and what awaits them in the land of the unwaking, thus becoming powerful psionicists.

Alignment: Somnambul paragons are as varied in their alignments as normal humans, some finding the underlying law of dreams, others embracing the chaos of the unexpected.

Religion: Somnambul paragons tend to not be particularly religious unless they come to revere the godminds of Dream.

Background: Often having to flee from their homes, or asylums as is not uncommon, most somnambul paragons are feared for their strangeness of mind, many thinking they are nothing short of mad, and indeed this is not without precedent. They must thus find themselves, often in hiding which brings their special potential to the surface. Though sharing humanity's traits, they also represent the depths of the human psyche. Its dreamselves so to speak.

Other Classes: Psionicists are best able to share similiar experiences and desires of the somnambul paragon, though most other classes cannot help but feel extremely uncomfortable around their madcap ways.

{table=head]Level|BAB|Fort|Ref|Will|Special|Powers Known
1st|+0|+0|+0|+2|Human Soul, Steadied Mind|+1 level of existing manifesting class
2nd|+1|+0|+0|+3|Dream Inured|-
3rd|+1|+1|+1|+3|Ability Boost (Int, Wis, or Cha +2)|+1 level of existing manifesting class.
[/table]

Abilities
A vestle of imagination and inspiration, somnambuls tend to have high intelligence and charisma scores. They also learn many a discipline to steady themselves and gain insight into the combined nature of Dream and Waking, and benefit from Wisdom as well.

Alignment
Any

Hit Dice
d4

Class Skills
The somnambul paragon's class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (any) (Int), Lucid Dreaming (Wis), Perform (Cha), Profession (Wis), Psicraft (Int), Sense Motive (Wis).

Skill Points at Each Level
4 + Int modifier.

Human Soul (Ex):
Unlike other racial paragons, somnambuls can take levels in more than one racial paragon class. After gaining at least one level as a somnambul paragon, a character can take human paragon levels.

Steadied Mind (Ex):
A somnambul paragon loses his race's instability at 1st level.

Dream Innured (Ex):
At 2nd level a somnambul comes to terms and hardens himself to the nightmares of dreaming and can apply this discipline to the waking, gaining immunity to any kind of fear effect.

Ability Boost (Ex):
At 3rd level, one of the somnambul paragon's mental scores (Int, Wis, or Cha) increases by 2 points.

_/ _/ _/ _/ _/ _/ _/ _/ _/

Timothae, the Awakened Dreamer

That music... it was wrong, it was EVIL. He had to stop that music!

---

A young woman quickly sat up in bed, and cocked her head to the side, listening. The soft pattering of bare footsteps and the thud of the closing door. She quickly rolled out of bed, and grabbed a shawl off its hook and ran outside. There, in the distance was her five year old jogging down the sandy street, heedless to the tiny pebbles that must have been badly bruising him. She herself winced as she took after him, the salty breeze blowing her slightly to the side.

"Timothae!" she cried. "Come back!"

--

Something coming in from the woods... going for the music. It was that girl again... 'Who is she?' he wondered.

"Come back!" he shouted and took off after her, to warn her away from the music.

--

The watchman started in surprise as the little figure ran past him for the shore.
"Whoa there lad, where you headin'?" he called. When no answer was forthcoming he ran forward and stepped before the child. The boy stopped abruptly and stood there, his eyes staring blankly ahead. The watchmen lifted his lantern to shine into the boy's face and laid a hand on his shoulder.

"Are you alright there?" he asked a touch confused, and if it wasn't for his old eyes he could have sworn that mists were coming off the little one. He raised the lantern up as the form of his mother came panting down the road.

"Thank you so much Mr. Brody!" she breathed and reached down to take the boy's arm, "I can't imagine what would bring him to do..." she gasped as the watchmen grabbed her arm.

"No lass, no!" he said in an urgent whisper. "He's asleep walkin'. Ye must never awaken those as do that. 'orrible things are a'said to happen. Just lead'em quiet like back."

The woman smiled slightly and nodded. She gently turned him around, and he went along with her gentle pressure. He instinctively climbed back into bed. She went about locking the doors and windows in the house.

--

He chased after her but could never catch up. Suddenly a wind picked him up and blew him over the treetops and away....

--

For the next six years Timothae's mother was kept busy everynight, sometimes sleeping at the foot of his door to be awakened by his walks. The night watchmen were always on the alert for his passing, for despite the mother's efforts, she would fall into a deep sleep or walk off, inexplicably forgetting her vigil and he would unlock doors or unlatch windows with subconscious zeal.

Of his late wanderings his father was never told, and being away for months at a time on voyages across the great lake the Captain was rarely home for very long. When he was the young boy was overjoyed and oddly enough his walkabouts ceased, but the following days after his father's usual departures his treks would start once more.
The father was never told of his, for he resented weakness in any form, and to find anything odd about his son would be a blow to his pride. His first attempt at halting these wanderings would be a solid thrashing with a belt. Timothae's mother could not bear the thought of her quiet, gentle son being treated thus and so it was kept a secret.

--

Eight years later...

Timothae looked about in astonishment as he strolled down the street of his home. The smith he knew had been dead for years looked up from his shop and waved. All about him, people he had once known but had died walked around him.
Suddenly a movement caught his eye and he saw the girl. She grew as he did he realized. As always he caught nothing of her face as she walked into an alley. However, as he turned within, he stopped dead in his tracks for she was turned towards him. Her face was almost elven in its beauty, and for the first time he looked upon the kind but worried gaze of her green, almond eyes. She reached out her hand and in sweet tones she urged, "You must come with me quickly!"

Still staring deep into her eye he took the hand, and the world dimmed. His intake of breath brought to him the smell of burning wood... and flesh. She pulled him back out of the alley and he saw dust and fog in a great cloud that blocked the sun for as far as he could see. What was dimly illuminated struck to his heart. Nearly the entire town was reduced to rubble. Moans and screams of pain and fear reverberated about the wreckage. The ground suddenly rumbled and shook, nearly knocking him off balance, only by leaning together were the girl and he able to maintain their footing.

"This way!"she shouted urgently and half dragged him down the path. Instead of taking him down to the seaside he found himself in a forest. As she took him they seemed to become larger and taller, many seeming to have been uprooted and twisted by a great force.

As he went along they became larger and eventually she stopped before the largest of them all, a tree so high that only the lowermost branches were visible, the top being lost to sight. At the base of the twisted and gnarled trunk sat an ancient looking man, bent with age. He stood up from his contemplation with a look of deep sadness and beckoned.

He turned about and like a fly started to clamber up the trunk. The girl gave him an affectionate smile and followed suit. Together they soon came to a ledge and pulled themselves above it. Timothae blinked in astonishment, for the trunk of the tree has split off and formed many, many small trunks that held up the top. They were formed in the shape of living arches and the middle was left bare leaving plenty of room to move about. In each arch were the standing forms of mummified remains, their parchment-like skin weather beaten and spider webs were woven about the exposed bones. Pieces of torn fabric blew about in the breeze. They all were turned face outwards, looking towards the horizon, each one with an expression of utter sorrow upon their dried features.

The old man reaches over and took him by the shoulders and turned him to look around. The beauty of the forest and seas of grass shocked Timothae to inner stillness. The view was shortlived though as the sun dipped below the distant mountains and the land took on the color of blood.

Timothae felt himself suddenly shoved from behind and staggered off the ledge of the tree. Though the ground rushed at him no fear did he feel. He landed softly on his feet which somehow took the shock easily. The girl and man land beside you and start to run. With great speed they dash and before they are out of site you hear the aged one shout, "Up and over, faster, faster! Do not be left behind!"

Obeying his urgent commant Timothae started to run and was soon leaving the wind behind in his wake. In moments he was back at the town but now, though it wass dark, it was no longer in rubble. He saw the man and girl turn around a strange building and so he head for it as well.

Around the curve he came to a stop. A great multitude of everyone he knew stood before him. The ancient man nods to you and and the girl squeezes your arm. From the center of the crowd stepped his mother, who handed him an odd silver dagger...

--

"Timothae... Timoathe!"; his mother said loudly, shaking him. She knew him to sleep deeply, almost in death would he appear when he did not wander, but never before had it been this difficult. Only the rise and fall of his chest told her he was alive.

"You father sailed in early, Timothae!" she said still shaking.

He sat up suddenly and she felt a piercing pain in her knee she was leaning forward upon. Through the blanket a shining glint caught the morning sun coming in through the window. She fell backwards, and a tall, burly man with skin as dark as wet sand jumped forward and caught her.

"TIMOTHAE!" she gasped. "Why are you sleeping with a knife?"

"Wha' kni..." he asked groggily but his eyes widened in shock at the blade within his hand. "You gave it to me... but that was only a dream!" he whispered.

Timothae's father set her down in a chair and took a step forward and siezed the boy's wrist. "Where did you get this?" he demanded, but for a moment even he was memorized by the weapon, though he rallied and said sternly. "None of us could afford such a blade."

"Mother..." Timothae started.

His mother shook her head in bewilderment, "I have never seen it before, Locklane!"

Locklane shook the boy arm.

"Did you steal this?" he hissed in fury.

"I wouldn't..."

"Then how did you come to have it? I have been far too negligent of late." he turned and looked to Timothae's mother. "Feleen, you have that scratch looked at. Never know what might be on this."

"Locklane, no..." she started.

"Feleen, leave us." he said in tones that brooked no argument.

He quickly closed the door as she walked out, limping slightly. He turned back to Timothae, "Our family has had a tradition of honor and integrity. You will tell me from whom you took it."

"Father, I did not..."

"LIES!" he fairly roared. "No mark on my family will be tolerated, and theft of arms is a black smudge. You will learn what the price of dishonor is." and pulled from around his pant a thick, wide leather belt.

--

Feleen buried her head in her hands at the sounds of Timothee's agonized cries, and her tears leaked between her clenched fingers.

Timothae did not come forth from his room once that day and Locklane forbade her to enter to comfort him. That night she sat up and with a sick certainty knew that he had gone wandering. She tried to get out of bed quietly, but Locklane unlike his son slept light and questioned after her. She trembled slightly as she responded, "He walks at night, asleep." she grabbed his arm as he swung his legs out of bed. "He doesn't know what he does, Locklane!" she implored.

"Thats what he tell you is it?" Locklane said darkly. "This is when he goes out to steal! Apparently his flogging wasn't enough. He'll learn this time. Oh, how he'll learn!" he quickly pulled on his boots and walked out the door. Down the road, heading towards the beach walked Timothae, a shattered lamp held in the hand of a crumpled figure at his feet. Going around the figure, Timothae continued walking. Locklane's fists bunched in fury and shame and he ran down, his boots sending gravel scattering.

--

"Timothae, oh Timothae!" he heard the girl shout. He looked out the window and rising from the sea was the moon, the color of blood. Timothae quickly squeezed through the window frame and jumped lightly to the ground. Shadows oozed out of nearby doorways and from chimneys and under window sills. He ran all the faster but skidded to a stop as one stepped before him. In its hand shone a bright fire that it drew back to throw. Timothae's anger filled him at the obstacles keeping him from the girl to whom he had fallen in love with. His head seemed filled with light, and he hurled it at the shadow to destroy it. The dark shape staggered back and fell to the ground where a dark puddle formed. The fire hit the puddle and sizzled out.

He did not have a moment of satisfaction however as her voice echoed from the waves ever more urgently. He walked around the puddle and dashed for the waters. He screamed in pain though as he stepped upon the pebbly shore, for no longer was it covered in pebbles. Tiny figures were standing up from their prone positions, some several inches tall, thousands of others only the size of grains of sand. Each one though had glinting claws coming from their tiny hands and their faces contorted and rotten. With these claws they tore into his foot. Farther out upon the waters the pleading tones continued. Timothae leaped into the water and flicked his foot, washing off the dead men. The salt stung his wounds viciously, but he couldn't return to the beach. Specially because out on the lake was a small boat, with the girl standing upon it. A dark arm was around her throat which connected to a demonic form wrapped about in a black cloak. He laughed horribly and lifted the other arm alike to a bat's wing. The wind quickly took the membrane and the girl's screams disapeared in the distance.

'This is a dream...' he said to himself in realization. 'This is MY dream... AND I CONTROL IT! and started to wade outwards when something took his shoulder. He felt a great ripping of something deep within his being, but it was not he that tore, but something that had come along. For several dark moments, an unbearable weight clung to him...

---

Locklane dashed over the pebbles when a swirl of fabric flapped behind him and a slim hand wrapped around his arm.

"Locklane, you must listen to me!" Feleen pleaded. "He mustn't be awakened. He mustn't!"

Locklear shrugged away her grip. "You've been listening to those old wives tales. If he's really sleep walking, and I doubt this, he'll be woken up. It may take some time, but anything can be beaten out of you if its caught early!" and grabbed Timothae's shoulder and spun him brutally around.

A silent explosion seemed to pass through Locklear and Feleen's minds and the sky turned a horrible shade of dark ochre. Rising from the ocean was a bloated moon far too large, casting the hideous light. Most horrifying of all though was the figure that turned to them shrieking, "This is MY dream!".
Though still bearing a resemblance to Timothae, the being before them was out of their worst inner fears. His skin, a horrible pale shade, literally CRAWLED, like maggots unable to quite push through from beneath. His eyes were missing, and in their place were pulsing orbs of light, chasing and roating about one another. His hair were tentacles that went down to his back and rose into the air. His arms and legs were obscenely thickened and bloated, and from his fingers and toes grew viciously curved talons. He opened an unhinged mouth that showed a veritable forest of never ending needled teeth and his barbed tongue snaked out, "Dare you take their form, demons? No more... NO MORE!" and stomping forward he reached down and gripped the ankles of Locklane.
Whipping the man around and around his head, Timothae released him. Locklane sailed far over the waters towards the rocky reefs. There was an audible 'CRACK' as his body met the unyielding stone, and he slid down into the turbulent waves. Timothae then turned to the second cowering figure, her mouth opened in a silent scream too fearful to have sound.

"Return to the nothingness of defeated nightmare and plague me no more!" he screamed and reached out a hand. From her body a thick, roiling substance streamed. He bound it within his palms and rearing back, hurled it into the sky, where it sailed higher... and higher. The figure collapsed to the ground.

He turned back to the waves and was preparing to fly for the boating demon when suddenly he felt dizzy.

The water far out to see parted and a dark, monstrous figure rose up and laughed humorlessly, shaking the land. "You have finally released me from my prison after all these years, and so I will alow you to live. May we never meet again..." and he wafted a hand at Timothae as if to dismiss him.

As he fell to the sand he abruptly noticed that the beach was no longer anything but pale pebbles and sand, and no red moon hung in the sky...

---

When Timothae awoke he felt light headed, and couldn't quite remember how to open his eyes. Voices were around him, whispering, but quickly became louder. Eventually feeling came to his arm and he reached to find why his eyes were so heavy and felt a damp cloth. A voice responded above him, "Why he awakes!"

The cloth was pulled from his head and he slowly opened his eyes. It was several moments before he could focus, but when he could he saw that he was within the apothecary. The healer's elderly face was looking into his. He glanced over and saw his mother lying still on a cot nearby and said with a croak, "What happened?"

"Well lad..." the healer responded slowly, "I've got some bad news...."

--

No one quite understood why Timothae ran out of the apothecary screaming, "Dreams are real, and real is dreams!" and locked himself in his home. Over the next eight days many tried to get in to check on him, but he ignored their calls. Finally, after several days had passed a couple of Locklear's mates hoisted up another of the sailors, and peering through Timothae's window, saw him rocking back and forth on his bed, his eyes wide and unseeing and his mouth saying something over and over.

During this time Timothae slept not one wink. He would pinch himself or dash himself against the wall along with a wide variety of things to keep from sleeping. Upon hearing about his parents he refused to sleep, for to sleep was to dream, and to dream was to kill! He must never sleep again, for he could not know what might happen once more. By the eighth day he had been seeing hallucinations and was sure that his dreams were out to get him. It was on that eighth day that his mother died, unable to stay alive any longer within a coma. He watched blearily as her coffin was carried to the graveyards by Lacklear's crew, followed by Feleen's friends. The madness that was building within him from shock and sleep deprivation finally took hold as his lids grew droopy. He could not sleep if he could not close his eyes! This was the only thought in his mind as he walked out of his room and went to the stand where Locklear kept his things. Timothae rooted around and pulled out his silver knife. In the kitchen he brought forth a bowl of water and looked within to see his reflection. He then brought the knife to his eye...

--

Several days later the neighbors were shocked to finally see a figure with a hooded cloak pulled over his head emerge from the house...

The Vorpal Tribble
2006-05-15, 10:29 AM
Dream a little dream for me ;)

The Glyphstone
2006-05-15, 12:26 PM
For the Aura of Endless Im/Possibilities, I strongly suggest that you add a clause to the tune of "a being that successfully disbelieves is immune to the effect for 24 hours." It might weaken the effect, but it cuts the headaches otherwise caused by keeping track of this into a fraction. I suppose the Concentration check helps keep it under control, but it seems like it'd be a nightmare ;D to have to constantly deal with in and out of game.

The Vorpal Tribble
2006-05-15, 04:01 PM
Hrmmm, maybe, but would it really be that hard to keep track of each minute?

(Also just added the race and feats and most of everything but the creature I'm still working on)

The Glyphstone
2006-05-15, 04:48 PM
I dunno, it just seems like minuate.

"Okay guys, start round 3. The ogre - wait, when did we last roll for Bob's dreamy aura? Three rounds before the combat started? Eight?" ???

or, to a lesser extent,

"You travel for another 5 hours before stopping to sleep for the night. Everyone roll three hundred Will saves to see how many times you got nailed by Bob's Aura." ;)

Then again, I'm the sort of DM who conveniently loses track of non-magical arrows and food supplies. :)

The Vorpal Tribble
2006-05-15, 07:01 PM
I thought there were various spells out there that let you make a new save every little bit? I'll go look around...

The Glyphstone
2006-05-16, 05:22 AM
Well, I believe Hold Person gives you a new save every round. But that's a lot easier to mandate - see the exaggerated ogre example above.

Also...that Dreamscape ability seems a bit powerful. From how I'm reading it, it's basically Imprisonment as a spell/psi-like ability 3/day, that's ended by killing the PC instead of casting Freedom. Then again, they'll be 15th level at least, so it's only getting those 3 9th level equivalent slots 2 levels early.

Plus, there's the nasty problem of it being a gaze attack - so not only is it a conscious + targeted thing, but unless it's turned off at the start of each day, the first three people that accidentally stare into the Surrealist's eyes go for a reality trip. ;) Intentional?

The Vorpal Tribble
2006-05-16, 09:33 AM
Also...that Dreamscape ability seems a bit powerful. From how I'm reading it, it's basically Imprisonment as a spell/psi-like ability 3/day, that's ended by killing the PC instead of casting Freedom. Then again, they'll be 15th level at least, so it's only getting those 3 9th level equivalent slots 2 levels early.
Well, in many ways it may be easier just to kill the PC wouldn't you think? Especially as it may be difficult to figure out exactly where they were imprisoned.

Also, wish and the like could rescue this trapped person I'd think.


Plus, there's the nasty problem of it being a gaze attack - so not only is it a conscious + targeted thing, but unless it's turned off at the start of each day, the first three people that accidentally stare into the Surrealist's eyes go for a reality trip. ;) Intentional?
No, no, it says it 'may' use a gaze attack. This means its like a power. It can be turned off an on.

Thing is, why is imprisonment so high leveled? Seems there are many low-leveled powers much more dangerous or usable. Trap the Soul for example lets you do nearly the equivalent and if they take the gem you get no save at all.


Edit: Ok, there, altered the Aura. Now you only need to make a new save each time you enter the aura.

The Glyphstone
2006-05-16, 10:36 AM
Yeah, I guess it's not that bad. I suppose the Surrealist can also release them at will? Otherwise he wouldn't be able to get out of his own dreamscapes. ;D

The Vorpal Tribble
2006-05-16, 10:55 AM
I suppose the Surrealist can also release them at will? Otherwise he wouldn't be able to get out of his own dreamscapes. ;D
Yeah, the Surrealist can release them at will.

"The dreamscapes are permanent unless the Surrealist releases control over one. If they are dismissed or the Surrealist dies then they disolve and any being within it appears back within the location it occupied before being sent to the scape."

So you don't even have to kill him. Just force him to do it through mind control or torture or the like.

I mean, a simple suggestion spell, "Hey, why not let out so and so, I can vouch for him, he's reformable."

"Well, ok, if you are certain..."

;D

firepup
2006-05-20, 03:49 PM
daaang, i wish i was this good at making up things.

Rei_Jin
2006-05-24, 09:26 AM
I really like your stories and fluff, you've obviously been playing around with psionics for a long time.

I do have one little quibble though, I think that the Somnambul is overpowered for a Level Adjustment 0 race. They seem to make awesome psions for the following reasons...
1 bonus feat at level 1
Another bonus feat at level 5
Human bonus skills
+2 to int, -2 to con
Favored Class: Psion

If you were to play a human you wouldn't get the bonus feat at level 5, the boost to intelligence, or the bonus power point and powers. If you dropped off the bonus feats I think it would be balanced, but as it stands it would probably be a +1 LA.

The Vorpal Tribble
2006-05-26, 12:11 AM
*returns from vacation*

I thought I had already gotten rid of the extra skill points bit. Gone now. That should straighten it out.

The Vorpal Tribble
2006-05-28, 01:55 PM
Btw, just added a few more dream creatures. Of the three which do you think the better?

Sacrath
2006-05-28, 04:23 PM
Insomnious gets my vote, but I have a soft spot for undead. That and Headtrip is just vicious.

Sophistemon
2006-06-02, 05:09 PM
Tribble, I've said it before and I'm sure that I'll say it again: You are God-damned brilliant.

The Vorpal Tribble
2006-06-02, 05:50 PM
Err, thanks, heh.

I'm not really all that pleased with it myself. Isn't quite capturing the essence of what I'm going for. I still got nearly a month though.

Sophistemon
2006-06-02, 09:29 PM
What else needs done? It looks great to me. But I guess that we don't all share your genius in the matter. Good luck!

The Vorpal Tribble
2006-06-03, 01:27 PM
Well, basically there is this flavor I'm going for that I don't quite feel I've gotten. The ultimate fear of the unknown coupled with the alluring 'romance' of the fantastic all tied in with Dream, the actual firmanent of sentient creativity and potential.

Also none of my creatures do I think are quite good enough to be the 'spokes-thing' for Dream. Too bad I already submitted the Somnians in the monster making contest awhile back.



Good luck!
Thanks :)

You going to be submitting an entry?

The Vorpal Tribble
2006-06-04, 11:18 AM
*scowls mightily*

Have any of you heard of Dreamscape: The World of Dreamblade? Its some newish Wizards creation that sounds almost exactly like my Mindfields setting I wrote nearly 4 years ago and which my entry here is partially based. Even some of the phrases I've run across are nearly verbatim.

Rei_Jin
2006-06-04, 03:33 PM
Yeah, I've heard of it. It looks like standard WoTC work, which means that they cobbled it together from a bunch of external sources. Wouldn't surprise me if they ripped on your work VT.

Wouldn't surprise me in the least.

Kord
2006-06-11, 02:04 PM
That would be a bit odd, though. I love the concept, but I do think it is possible that both you and Wizards could have come up with the idea. Unless, of course, they actually copied your exact writing.

Was your writing accessible?

Besides, your title is much more awesome. And I love the introduction. The effect is awesome...almost kinda creepy. Personally, I think that you have almost have created that flavor you are looking for.