Dreamweaver
Alignment: Any non-lawful alignment
Skills: Concentration 8 ranks, Spellcraft 4 ranks, Knowledge (The Planes) 4 ranks, Knowledge (Religion) 4 ranks
Spellcasting: Must be able to cast 2nd-level arcane or divine spells
Special: Must be able to enter the dreamscape
For most people, dreams are a welcome respite from the often cold and hard realities of their life. Here they can shape the world to their liking and are not bound by the rules of nature. A few rare persons however, have the ability to look deeper. They have delved deep into their dreams and broken out of the cage that is their self to find the great truths and wonders, but also the dark secrets and dangers that lurk in the realm beyond.
This place is called the dreamscape and is made out of lost and forgotten dreams of countless beings. From lowly peasants to kings, from humble priests to mighty warriors, all of them feed this strange realm where the rules of nature hold no sway and that can be shaped by those with the will to do so. But where others would have fallen to madness and been consumed by its swearling tides, the Dream Weaver has perserved and found the burried secrets needed to wield these chaotic power to make even the waking world obey his whims.
Class Skills
The Dream Walker's class skills are Bluff, Concentration, Diplomacy, Knowledge (arcana), Knowledge (the planes), Sense Motive and Spellcraft.
Skill Points at Each Level: 4 + Int modifier.
Class Features
Spellcasting: At each new Dream Weaver level except the 7th and the 9th, 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 spellcasting class to which you belonged before adopting the prestige class. You do not gain any other class benefit a member of that class would normally gain, except that your Dream Weaver levels also stack with any other arcane spellcaster levels for the purpose of determining familiar abilities and your Dream Weaver levels stack with Cleric levels to determine your cleric level for a turning check. If you had more than one spellcasting class before becoming a Dream Weaver, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Walking the Dreamscape (Su): For the Dream Weaver, sleeping is just being awake somewhere else. Beginning with your first level of Dream Weaver, you gain the ability to take some measure of power, called Ideas, from the dreamscape whenever you sleep. You gain 1 Idea per hour of uninterrupted rest and can store up to 2 Ideas per level in Dream Weaver.
This becomes 2 Ideas per hour of rest and up to 3 Ideas per level in Dream Weaver at 5th level and 3 Ideas per hour of rest and up to 4 Ideas per level of Dream Weaver at 10th level.
Nightly Visitor (Su): Once a Dream Weaver has left his own dreams for the first time, getting into those of others is childs-play. Just finding the right on is the issue. As the power of the Dream Weaver he grows, he can travel to ever further places and learns to unearth many secrets from these twisty paths.
At 1st level, you gain the ability to spend 1 Idea to visit the dreams of any sentient creature that you are familiar with, who is asleep on the same plane and at the same time. You can talk to the target, even when not sharing a language. By spending an additional Idea, you can make the target forget the conversation. Furthermore, you can spend an amount of Ideas up to your Dream Weaver level to transport an object of up to 5 pound per Idea spent to the target. The target will find said object in his hand or near is sleeping stead upon waking up.
At 3rd level, you can visit any sentient creature, if you met it at least once or have a detailed description of it (DM discretion). Furthermore, you can spend 1 additional Idea per person to take a willing creature that is sleeping near you along with you.
At 5th level, you gain the ability to gleam knowledge from the dreamscape. You can cast any Divination spell that is of a level you can cast at the cost of 3 times its level in Ideas while asleep to gain knowledge about the material world.
At 7th level, you can visit other planes while dreaming. You can speak normally with its denizens, even when not sharing a language, but can not interact with them in any other fashion. Furthermore, the cost of casting an Divination Spell while you sleep sinks to 2 times its level in Ideas and you can use this ability at the cost of 3 times the level of the spell while awake.
At 9th level, you can spend 3 Ideas per person to physically enter, and subsequently leave, the Dreamscape.
Dream Turning (Su): A Dream Weaver has glimpsed the minds of man and beast when they are at their most vulnerable an with growing insight learns to exploit this knowledge. The total HD of Constructs and Outsiders under your command may not exceed twice your HD. The Turn/Rebuke check is made as normal (Turning check and damage).
At 2nd level, your insight allows you to manipulate the bound and tormented minds of the undead. You gain another turning pool (
3+CHA) that works especialy well in the Dreamscape. While there, you are able to convert two turning attemps into a Greater Turning, while if these turning attemps are used in the Material, while awake, they suffer a -2 to their Turning Check roll. They otherwise function as normal for the purposes of qualifying for prestige classes and fueling divine feats. This pool can be used to both Turn and Rebuke Undead, regardless of your alignment or deity. Your effective cleric level for Dream Turning is equal to your Hit Dice. You may only use Greater Turning against Undead.
At 4th level, you learn how to use this power on other simple minds. You can Turn or Rebuke Constructs.
At 6th level, you learn how to exploit the nature of some Outsiders. You can Turn or Rebuke any Outsider with the Good, Evil, Lawful or Chaotic descriptor, but make these attempts at CL - 4.
Unexpected Power: With growing power, the Dream Weaver learns to use his dreams to expand the limits of his spellcasting.
At 4th level, you gain the ability to spend 3 Ideas per level of a spell you know to spontanously cast it without having to spend a spell slot.
If you have a class that permits the daily preparation of spells, you can spend one less Idea then you would require to cast it spontanously per spell level during your spell preparation to prepare are spell that you know while ignoring the restrictions placed upon you by this other class. (Examples: Prepare spells with the Good descriptor as a Evil Cleric. Prepare spells without divine aid as Cleric. Prepare spells you know of but have not fully learned as a Wizard.)
At 6th level, you gain the ability to spend 4 Ideas per level of a spell, to cast a spell that you do not know but have knowledge of by passing a Concentration check DC
20 + 2x Spell Level. If this check fails, the spell fails and the invested Ideas are wasted. The spell must be of a level that you can cast and somehow available to your class (through domains, for example).
At 8th level, you can add any metamagic feat that you know to a spell without having to spend an action or a higher level spell slot, by spending
3 Ideas per spell level adjustment of the metamagic (at least
3 Ideas if the metamagic has no spell level adjustment).
Malleable Self (Su): As the Dream Weaver dives ever deeper into the dreamscape, he learns to use its power to remold himself.
At 5th level, you gain the ability to alter your body while sleeping. You can apply any template to yourself by paying 2 times its CR-Adjustment or Level-Adjustment, whichever is higher, in Ideas. This change lasts for up to one day per level of Dream Weaver or until dismissed and reverts the next time you sleep.
At 7th level, you gain the ability to change your physical body while you sleep, as the Polymorph spell. Consider your caster level equal to your HD. This change lasts for up to one day per level of Dream Weaver or until dismissed and reverts the next time you sleep. You may only take Dragon forms. You may not use Ideas in any other way until this form is dismissed.
At 10th level, you also gain access to Outsider forms.
Unbound Spirit (Su): At 10th level, the Dream Weaver has learned to leave the trappings of the waking world behind himself and can fully explore the realms beyond. If you aren't one already, you become an Outsider (Native).
Dreamweaver
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HD: d8
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Level
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BAB
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FORT
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REF
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WILL
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SPECIAL
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SPELLCASTING
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1
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+0
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+2
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+0
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+2
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Walking the Dreamscape I; Nighty Visitor I
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+1 level of existing spellcasting class
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2
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+1
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+3
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+1
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+3
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Dream Turning I
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+1 level of existing spellcasting class
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3
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+2
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+3
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+1
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+3
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Nightly Visitor II
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+1 level of existing spellcasting class
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4
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+3
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+4
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+1
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+4
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Dream Turning II; Unexpected Power I
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+1 level of existing spellcasting class
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5
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+3
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+4
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+2
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+4
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Walking the Dreamscape II; Malleable Self I, Nightly Visitor III
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+1 level of existing spellcasting class
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6
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+4
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+5
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+2
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+5
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Dream Turning III; Unexpected Power II
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+1 level of existing spellcasting class
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7
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+5
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+5
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+2
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+5
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Nightly Visitor IV, Malleable Self II
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-
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8
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+6/+1
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+6
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+3
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+6
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Unexpected Power III
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+1 level of existing spellcasting class
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9
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+6/+1
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+6
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+3
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+6
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Nightly Visitor V
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-
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10
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+7/+2
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+7
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+3
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+7
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Unbound Spirit, Malleable Self III
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+1 level of existing spellcasting class
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