Difference between revisions of "Dream Lord (3.5e Prestige Class)"

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{{Help Wanted|Dream Mechanics}}
 
 
 
{{author
 
{{author
 +
|adopter=The-Marksman
 
|author_name=Franken Kesey
 
|author_name=Franken Kesey
|date_created=7/23/12
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|date_created=07/23/12
|status=Zechariah
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|status=Fin
 
|editing=
 
|editing=
|balance=High
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|balance=High}}
}}<div class="blank">
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{{3.5e Class Data
 
+
|minlevel=5
[[Length::5]]
+
|ability=Alternate Magic, Prepared Arcane Spellcasting, Other
[[Minimum Level::7]]
+
|progression=Partial
[[Base Attack Bonus Progression::Poor]]
+
|align=lg, ng, cg, ln, n, cn, le, ne, ce}}
[[Fortitude Save Progression::Poor]]
+
[[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]]
[[Reflex Save Progression::Poor]]
+
==Dream Lord==
[[Will Save Progression::Other]]
 
[[Class Ability::Arcane Spellcasting
 
|Class Ability=Spontaneous Spellcasting
 
|Class Ability=Alternate Magic
 
|Class Ability=Other]]
 
[[Class Ability Progression::Other]]
 
 
 
[[Allowed Alignments::Lawful Good]],  
 
[[Allowed Alignments::Lawful Neutral]].
 
[[Allowed Alignments::Lawful Evil]],  
 
[[Allowed Alignments::Neutral Good]],  
 
[[Allowed Alignments::Neutral Evil]],  
 
[[Allowed Alignments::Chaotic Good]],  
 
[[Allowed Alignments::Chaotic Neutral]],  
 
[[Allowed Alignments::Chaotic Evil]]
 
</div>
 
 
 
[[File:Mansarali.jpg|thumb|right|475px|A dream sage pulling in its victims.]]
 
 
 
==Dream Sage==
 
 
 
 
{{quote
 
{{quote
 
|''What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.''
 
|''What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.''
|orig=Iris, [[Sentient Illusion (3.5e Race)|Sentient Illusion]] Dream Sage
+
|orig=Iris, [[Sentient Illusion (3.5e Race)|Sentient Illusion]] Dream Lord}}
}}
+
[[Summary::The masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong.]] While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.
 
 
[[Summary::The masters of sleep and distillers of fear; dream sages are the Warriors of Morality, supplanting their own ideas on what is right and wrong.]] While suggestive by nature, most dream sages are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.
 
 
 
Dream Sages are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most sages either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.
 
 
 
A sage is generally weaker in the company of another sage (sages have many abilities to negate each other). Yet, on occasion, some sages will form alliances to change morality in larger areas.
 
 
 
===Becoming a Dream Sage===
 
 
 
Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation. Intelligence and Wisdom are useful for skills; Constitution enhances one’s concentration skill (a very important skill for this class); Strength and Dexterity are useful for the typical reasons, but neither modifies class abilities.
 
 
 
[[SRD:Bard|Bards]] are perhaps to quickest to think of ranking in this class; yet a [[SRD:Wizard|Wizard]], [[SRD:Sorcerer|Sorcerer]], or [[SRD:Cleric|Cleric]]-based sage is always going to be more powerful. The [[Witch (3.5e Class)|Witch]], [[Sylvan Occultist (3.5e Class)|Sylvan Occultist]], [[SRD:Paladin|Paladin]], [[High Priest (3.5e Class)|High Priest]], [[SRD:Blackguard|Blackguard]], [[Bishop (3.5e Class)|Bishop]], and [[SRD:Assassin|Assassin]] are also solid classes to have levels in before taking this prestige class. Some dream sages have been known to advance in [[Tormentor (3.5e Prestige Class)|Tormentor]], [[Stranger with the Burning Eyes (3.5e Prestige Class)|Stranger with the Burning Eyes]], [[Soulbinder (3.5e Prestige Class)|Soulbinder]], [[Schismsoul (3.5e Prestige Class)|Schismsoul]], [[Overmind (3.5e Prestige Class)|Overmind]], [[SRD:Hierophant|Hierophant]], [[Celestial Beacon (3.5e Prestige Class)|Celestial Beacon]], or [[Barrister of the Nine (3.5e Prestige Class)|Barrister of the Nine]] after taking this class.
 
 
 
While any race can become a dream sage, this path is mostly made up of [[SRD:Unbodied (Race)|Unbodied]], [[Succedaneum (3.5e Race)|Succedaneum]], [[Sentient Illusion (3.5e Race)|Sentient Illusions]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]], and [[SRD:Planetouched—Aasimars (Race)|Aasimars]].
 
 
 
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"
 
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
 
|-
 
! Skills:
 
| 10 ranks in [[SRD:Concentration Skill|concentration]] and either [[SRD:Bluff Skill|bluff]], [[SRD:Diplomacy Skill|diplomacy]], [[SRD:Intimidate Skill|intimidate]] or [[SRD:Perform Skill|perform]]; and 7 ranks in [[SRD:Knowledge Skill|knowledge]] (religion) and [[SRD:Craft Skill|craft]] (alchemy).
 
|-
 
! Spellcasting:
 
| Must be able to cast one [[SRD:Compulsion Subschool|compulsion]] and one [[SRD:Illusion School|illusion]] spell of at least 3rd level.
 
|-
 
! Feats:
 
| [[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in a prerequisite skill).
 
|-
 
! Special:
 
| A trainee can be immune to sleep-effects, but cannot be sleepless.
 
|-
 
! Special:
 
| Training from a dream sage.
 
|}
 
 
 
{| class="zebra d20"
 
|+ <div>{{Anchor|Table: The Dream Sage}}</div>
 
<p>Hit Die: d4</p>
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|BAB]]
 
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! colspan="5" | [[#Spells|Spells per Day]]<!--Sorcerer 8-12-->
 
|-
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
!2<sup>nd</sup>||3<sup>rd</sup>||4<sup>th</sup>||5<sup>th</sup>||6<sup>th</sup>
 
|-
 
|1st||+0||+0||+0||+2
 
| class="left" |[[#Sending|Sending]], [[#Craft (Sedative)|Craft]] (Sedative)
 
|6||5||3||—||—
 
|-
 
|2nd||+1||+0 ||+0||+3
 
| class="left" | [[#Crystal of Dreams|Crystal of Dreams]], [[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]
 
|6||6||4||—||—
 
|-
 
|3rd||+1||+1||+1||+5
 
| class="left" | [[#Crown of Dreams|Crown of Dreams]], [[#Waking Visions|Waking Visions]]
 
|6||6||5||3||—
 
|-
 
|4th||+2||+1||+1||+6
 
| class="left" | [[#Cup of Charisma|Cup of Charisma]], [[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]
 
|6||6||6||4||—
 
|-
 
|5th||+2||+1||+1||+8
 
| class="left" | [[#Throne of Dreams|Throne of Dreams]], [[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]
 
|6||6||6||5||3
 
|- class="noalt"
 
| colspan="20" class="skill" |
 
'''Class Skills ([[Skill Points::4]] + [[SRD:Intelligence|Int]] modifier per level).'''<br/>
 
{{Property Link|Skill|SRD:Autohypnosis Skill|Autohypnosis}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Concentration Skill|Concentration}} ([[SRD:Constitution|Con]]),
 
{{Property Link|Skill|SRD:Craft Skill|Craft}} (Alchemy) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Diplomacy Skill|Diplomacy}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Disguise Skill|Disguise}} ([[SRD:Charisma|Cha]]), 
 
{{Property Link|Skill|SRD:Gather Information Skill|Gather Information}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Handle Animal Skill|Handle Animal}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana, Local, Nobility and royalty, Psionics, Religion) ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Perform Skill|Perform}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Psicraft Skill|Psicraft}} ([[SRD:Intelligence|Int]]), 
 
{{Property Link|Skill|SRD:Sense Motive Skill|Sense Motive}} ([[SRD:Wisdom|Wis]]),
 
{{Property Link|Skill|SRD:Speak Language Skill|Speak Language}} (None),
 
{{Property Link|Skill|SRD:Spellcraft Skill|Spellcraft}} ([[SRD:Intelligence|Int]]),
 
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]),
 
{{Property Link|Skill|SRD:Use Psionic Device Skill|Use Psionic Device}} ([[SRD:Charisma|Cha]]).
 
|}
 
 
 
===Class Features===
 
 
 
'''Weapon and Armor Proficiency:''' Dream sages are proficient with [[SRD:Trident|tridents]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]], [[SRD:Light Crossbow|light crossbows]], [[SRD:Javelin|javelins]], [[SRD:Dart|darts]], [[SRD:Dagger|daggers]], and [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]].
 
 
 
'''{{Anchor|Spells}}:''' A sage casts divine spells, which are drawn from the '''[[/Sage Spell List|sage spell list]]'''. They can cast any spell they know without preparing it ahead of time, the way a wizard or a cleric must (see below).
 
 
 
To learn or cast a spell, a sage must have a [[SRD:Charisma|Charisma]] score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sage’s spell is 10 + the spell level + the sage’s [[SRD:Charisma|Charisma]] modifier.
 
 
 
Like other spellcasters, a sage can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table: The Dream Sage. In addition, a sage receives bonus spells per day if they have a high [[SRD:Charisma|Charisma]] score.
 
 
 
A sage’s selection of spells is extremely limited. A sage begins play knowing four 2nd-level spells, three 3rd-level spells, and two 4th-level spells of your choice. At each new sage level, you gains one or more new spells, as indicated on Table: Dream Sage Spells Known. (Unlike spells per day, the number of spells a sage knows is not affected by a high [[SRD:Charisma|Charisma]] score; the numbers on Table: Dream Sage Spells Known are fixed.) These new spells can be common spells chosen from the sage spell list, or they can be unusual spells that the sage has gained some understanding of by study. The sage can’t use this method of spell acquisition to learn spells at a faster rate, however.
 
 
 
At 3rd and 5th level, a sage can choose to learn a new spell in place of one they already know. In effect, the sage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sage spell the sage can cast. A sage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level.
 
 
 
Unlike a [[SRD:Wizard|wizard]] or a [[SRD:Cleric|cleric]], a sage need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. They do not have to decide ahead of time which spells to cast.
 
 
 
{|  class="zebra d20"
 
|+ {{Anchor|Table: Dream Sage Spells Known}}
 
|-
 
! rowspan="2" | Level || colspan="5" | Spells Known<!--Sorcerer 8-12 (+1 at 1st, 3rd & 5th)-->
 
|-
 
!2<sup>nd</sup>||3<sup>rd</sup>||4<sup>th</sup>||5<sup>th</sup>||6<sup>th</sup>
 
|-
 
|1st||4||3||2||—||—
 
|-
 
|2nd||5||4||3||—||—
 
|-
 
|3rd||6||5||4||2||—
 
|-
 
|4th||6||6||5||3||—
 
|-
 
|5th||6||6||6||4||2
 
|}
 
  
'''{{Anchor|Social Charms}}:''' A sage is more tempered to using charm over strict cunning, and thus adds their Charisma bonus to their Will saves. This is in addition to any benefit gained from having a high wisdom score; thus, Will is boosted by two scores.
+
Dream Lord are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most lords either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.
  
'''{{Anchor|Sending}}:''' A sage’s keystone abilities relate to manipulating dreams. A sage-controlled dream has some marked differences from an ordinary dream. First, physical and magical effects and items do not transfer into the real world; only mental effects and divine interventions can carry over. The dreams induced by this class are lucid, not faltering to memory lapses like an ordinary dream. A subject of a sending must, of course, be sleeping on the same plane as the sage, and the sage must know the dreamer’s full name and exact position (if more than one with the same name is at the same location, it will only affect the one desired). The spell ''[[SRD:Break Enchantment|break enchantment]]'' can dispel a sending, if the caster beats the sage’s opposed Will save after casting. A sending may be done only once per day.  
+
A lord is generally weaker in the company of another lord (lords have many abilities to negate each other). Yet, on occasion, some lords will form alliances to change morality in larger areas.
 +
===Becoming a Dream Lord===
 +
Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation.
  
<big><span style="color:Green; ">A sending '''can''' affect most who are immune to sleep effects or are sleepless, but only when under the effects of a sedative (see below); however, mindless creatures are ''still'' immune to sendings even when sedated.</span></big>
+
[[SRD:Bard|Bards]] are perhaps the quickest to think of ranking in this class; yet a [[SRD:Wizard|Wizard]], [[SRD:Sorcerer|Sorcerer]], or [[SRD:Cleric|Cleric]] based lord is always going to be more powerful. The [[Witch (3.5e Class)|Witch]], [[Sylvan Occultist (3.5e Class)|Sylvan Occultist]], [[Paladette (3.5e Class)|Paladette]], [[High Priest (3.5e Class)|High Priest]] and [[Bewitcher (3.5e Class)|Bewitcher]] are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in [[Tormentor (3.5e Prestige Class)|Tormentor]], [[Stranger with the Burning Eyes (3.5e Prestige Class)|Stranger with the Burning Eyes]], [[Soulbinder (3.5e Prestige Class)|Soulbinder]], [[Schismsoul (3.5e Prestige Class)|Schismsoul]], [[Overmind (3.5e Prestige Class)|Overmind]], [[SRD:Hierophant|Hierophant]], [[Celestial Beacon (3.5e Prestige Class)|Celestial Beacon]], or [[Barrister of the Nine (3.5e Prestige Class)|Barrister of the Nine]] or [[SRD:Assassin|Assassin]] after taking this class.
  
For details on the logistics of sendings, see [[#Into the Dream|into the dream]] below.
+
While any race can become a lord, this path is mostly made up of [[SRD:Unbodied (Race)|Unbodied]], [[Succedaneum (3.5e Race)|Succedaneum]], [[Sentient Illusion (3.5e Race)|Sentient Illusions]], [[Octoxeno (3.5e Race)|Octoxeno]], [[Mousa (3.5e Race)|Mousa]], [[Microforged Conglomerate (3.5e Race)|Microforged Conglomerate]], [[Mahaari (3.5e Race)|Mahaari]], [[Eldritch Horror (3.5e Race)|Eldritch Horrors]], [[SRD:Archons, Hound (Race)|Archon Hounds]] and [[SRD:Planetouched—Aasimars (Race)|Aasimars]].
 +
{{3.5e Prestige Class Prereqs
 +
|skills=8 ranks in [[SRD:Concentration Skill|concentration]], and 4 ranks in either [[SRD:Bluff Skill|bluff]] or [[SRD:Diplomacy Skill|diplomacy]]
 +
|spellcasting=Must be able to cast a 2nd-level [[SRD:Illusion School|illusion]] and [[SRD:Compulsion Subschool|compulsion]]
 +
|feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in Concentration)
 +
|special=A trainee can be immune to sleep-effects, but cannot be sleepless.
 +
|special2=Training from a dream lord.}}
 +
{{3.5e Class Simple
 +
|prestige=true
 +
|classname=Dream Lord
 +
|hitdie=4
 +
|length=5
 +
|bab=Poor
 +
|fort=Poor
 +
|ref=Poor
 +
|will=Good
 +
|specialhead1=colspan="5"{{!}}[[#Lord Spells|Spells per Day]]
 +
|specialhead2=1<sup>st</sup>{{!!}}2<sup>nd</sup>{{!!}}3<sup>rd</sup>{{!!}}4<sup>th</sup>{{!!}}5<sup>th</sup>
 +
|special1=[[#Crystal of Dreams|Crystal of Dreams]]{{!!}}3{{!!}}3{{!!}}2{{!!}}—{{!!}}—
 +
|special2=[[#Waking Nightmares|Waking Nightmares]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}3{{!!}}2{{!!}}1{{!!}}—
 +
|special3=[[#Crown of Dreams|Crown of Dreams]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}3{{!!}}3{{!!}}2{{!!}}—
 +
|special4=[[#Throne of Dreams|Throne of Dreams]], [[#Feature Advancement|+1 Existing Features]]{{!!}}4{{!!}}4{{!!}}3{{!!}}2{{!!}}1
 +
|special5=[[#Augmented Subtype|Augmented Subtype]]{{!!}}4{{!!}}4{{!!}}3{{!!}}3{{!!}}2
 +
|skillpoints=4
 +
|skills=Bluff, Concentration, Craft (Alchemy), Diplomacy, Disguise, Gather Information, Handle Animal, Hide,  Intimidate, Knowledge (Arcana), Knowledge (Local), Knowledge (Nobility and Royalty), Knowledge (Religion), Perform, Sense Motive, Speak Language, Spellcraft, Use Magic Device}}
  
'''{{Anchor|Craft (Sedative)}} ([[Ex]]):''' A sage becomes learned in the many manners to medically induce sleep. The below effects force sleep with greater intensity than most are able to; this allows one to put creatures that are immune to sleep or are sleepless into a deep meditation (which is treated the same as sleep for the purposes of this page). However, creatures that are normally immune have a +10 bonus to their Will saves to resist a sedative. Sedatives require very detailed knowledge to use, thus non-sages are rarely able to use them properly. After failure, the subject(s) do(es) not get to reroll, but an ally can negate with a heal check (DC 10+(class level)x2+Charisma bonus).
+
===Class Features===
 +
'''Weapon and Armor Proficiency:''' Lords are proficient with [[SRD:Trident|tridents]], [[SRD:Throwing Axe|throwing axes]], [[SRD:Light Hammer|light hammers]], [[SRD:Light Crossbow|light crossbows]], [[SRD:Javelin|javelins]], [[SRD:Dart|darts]], [[SRD:Dagger|daggers]], and [[SRD:Light Armor|light armor]], but not with [[SRD:Shields|shields]].  
  
''{{Anchor|Sleep Incense}}:'' With 100gp of alchemistical gear and 15 minutes of work, a sage may make a powerful incense. The incense causes 15HD of creatures to fall asleep (opposed Will save negates), in a 15’ radius, on inhalation. The sleep lasts for 5 minutes per class level. A sage is immune to the incense. It takes a move action to light the incense.
+
'''{{Anchor|Lord Spells}}:''' A lord casts arcane spells which are drawn from the [[/Lord Spell List|lord spell list]]. A lord must choose and prepare his spells ahead of time (see below).
  
''{{Anchor|Sleep Tranquilizer}}:'' At 2nd level, with 200gp of alchemistical gear and 30 minutes of work, a sage may make a tranquilizer. The tranquilizer causes 20HD of creatures to fall asleep (opposed Will save negates), on injury. The sleep lasts for 10 minutes per class level. A sage is immune to the tranquilizer. It takes a move action to add the tranquilizer to a weapon.
+
To learn, prepare, or cast a spell, the lord must have a [[SRD:Charisma|Charisma]] score equal to at least 10+spell level. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a lord’s spell is 10+spell level+lord’s Charisma modifier.
  
''{{Anchor|Sleep Salve}}:'' At 3rd level, with 400gp of alchemistical gear and one hour of work, a sage may make a salve. The salve causes 30HD of creatures to fall asleep (opposed Will save negates), on contact (can fling it, making it a 10’ cone splash attack). The sleep lasts for 15 minutes per class level. A sage is immune to the salve. It takes a move action to apply or fling the salve.
+
Like other spellcasters, a lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dream Lord. In addition, he receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if he has a high Charisma score.
  
''{{Anchor|Sleep Smoke}}:'' At 4th level, with 800gp of alchemistical gear and two hours of work, a sage may make a powerful smoke. The smoke causes 40HD of creatures to fall asleep (opposed Will save negates), in a 30’ radius, on inhalation. The sleep lasts for 15 minutes per class level. A sage is immune to the smoke. It takes a full-round action to disperse the smoke.
+
Unlike a [[SRD:Bard|bard]] or [[SRD:Sorcerer|sorcerer]], a lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her [[#spellbooks|spellbook]]. While studying, the lord decides which spells to prepare.
  
''{{Anchor|Sleep Pill}}:'' At 5th level, with 1600gp of alchemistical gear and four hours of work, a sage may make a pill that gives a permanent narcolepsy-like disorder (opposed Will save negates), on ingestion. This may be done only to one helpless creature. Thereafter, the victim has a 10% chance to forcefully fall asleep every hour (roll at the beginning of an encounter). The victim still treats the other 90% of its life as normal. The victim may be awoken with an aid action (from an ally), or when dealt lethal damage (from an enemy). It takes a move action to inject the pill, and 1d4+1 rounds to take effect.
+
'''{{Anchor|Craft (Device)}} ([[Ex]]):''' A dream lord has a few devices he can manifest to aid in finding and influencing dreamers. Each device: requires a full-round action to manifest, another full-round action to use, is thoroughly unique (can only be used by the creator), and if outside of lord's possession for more than 24 hours dissipates into nothing. A lord may manifest only one item at a time, but can do so an unlimited amount of times per day.
  
'''{{Anchor|+1 level of existing spellcasting class}}:''' At 2nd, 4th, and 5th level, the sage gains new spells per day, spells known, and maximum spell level as if they had also gained a level in a spellcasting [[SRD:Class|class]] they belonged to before adding this [[SRD:Prestige Class|prestige class]]. Sages do not, however, gain any other benefit a character of that [[SRD:Class|class]] would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting [[SRD:Class|class]] before becoming a sage, they must decide to which [[SRD:Class|class]] to add the new level for purposes of determining spells per day, spells known, and maximum spell level.
+
''{{Anchor|Crystal of Dreams}} ([[Ex]]):'' At 1st level, a lord can manifest a crystal ball, which permits him to ''[[SRD:Scrying|scry]]''.
  
'''{{Anchor|Crystal of Dreams}} ([[Ex]]):''' At 2nd level, a dream sage’s master gives them an unmodified [[SRD:Crystal Ball|crystal ball]], to aid in finding subjects (at no cost). If lost, the dream sage must buy another, at the normal cost. The crystal ball signifies that the sage no longer has a need for a master, and may start to train other sages.  
+
''{{Anchor|Crown of Dreams}} ([[Ex]]):'' At 3th level, can manifest a crown of dreams. The crown of dreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, creatures who are normally immune have a +4 bonus to resist. Creatures who are sleepless or without a wisdom or charisma score remain immune. One cannot wear a helmet nor have any other magical head gear while wearing the crown.
  
'''{{Anchor|Crown of Dreams}} ([[Ex]]):''' After studying and experimenting with their master’s gift, a sage learns how to manufacture a crown of dreams. To make a crown a sage needs 20,000gp of clockwork and rare chemicals, and a day’s worth of work inside a lab or jewelry shop (has lots of tiny parts). Each crown is thoroughly unique and can only be used by the one who makes it. The crown imparts an ability on the wearer that acts like the ''[[SRD:Teleport|teleport]]'' spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams in the last year; 2) a sage cannot bring other creatures or more than a medium load; and 3) the sage is instantly transported back one hour later (one can teleport back prematurely).  
+
''{{Anchor|Throne of Dreams}} ([[Ex]]):'' At 4th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the ''[[SRD:Teleport|teleport]]'' spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the same plane as the sleeping creature.
  
The crown is rather fragile, with a hardness of 2 and 6 hit points. As noted above, a crown can be a bit pricy to replace. Also, one cannot wear a helmet nor have any other magical head gear while wearing the crown; this decreases the AC bonus of all armor by one (to a minimum of 1).
+
'''{{Anchor|Waking Nightmares}} ([[Su]]):''' At 2nd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This acts like a ''[[SRD:Summoning Subschool|summon]]-[[SRD:Aberration Type|aberration]]'', except with a roll for power level. A lord can summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d6 points of damage and becoming [[SRD:Fatigued|fatigued]]; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall [[SRD:Unconscious|unconscious]] for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like [[SRD:Shadow Subschool|shadow spells]]). Monsters have a minimum duration of one minute; each minute after, a lord must beat a (DC 10+2/minute after) Concentration check to maintain the vision. Monsters have a “friendly” disposition to the lord, but are not in fact under the lord’s control.
  
'''{{Anchor|Waking Visions}} ([[Su]]):''' At 3rd level, a sage may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This take tremendous will; a sage must beat a Will DC (scores found on [[#Into the Dream|into the dream]] (see below) multiplied by three) to call creatures or objects. If a sage fails the save by more than 5, they themselves fall into a nightmare, receiving 2d10 points of damage and becoming [[SRD:Fatigued|fatigued]]; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall [[SRD:Unconscious|Unconscious]] for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like shadow spells). Objects (or features) have a minimum duration of ten minutes; after ten minutes a sage must beat a DC(10+5/minute after) Concentration check to maintain the vision. Monsters (or creatures) are treated in a similar manner, but the minimum duration is five minutes (with DC(15+5/minute after) to sustain), and they have a “friendly” disposition to the sage, but are not in fact under the sage’s control.
+
At 4th level, a lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and under the lord's control like an [[SRD:Druid's Animal Companion|animal companion]].
  
'''{{Anchor|Cup of Charisma}} ([[Su]]):''' A divine entity that has seen the services rendered by the sage, to preserve the entity’s alignment, imparts a drink of inspiration to the sage, which, once drunk, gives a permanent +4 bonus to their [[SRD:Charisma|Charisma]] score. The cup dissipates after its contents are drunk. Theoretically, a sharing sage, could drink only three fourths, one half, or one fourth of the cups contents (receiving a proportional bonus), then give the rest to somebody else.
+
'''{{Anchor|Feature Advancement}}:''' At 2nd, 3rd, and 4th levels, a lord gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.
  
'''{{Anchor|Throne of Dreams}} ([[Ex]]):''' At 5th level, a sage acquires a throne of dreams. The throne curses creatures that act against a sage’s morality – also known as the Immoral. A curse may only be place on sleeping creatures on the same plane, which the sage has given a sending to in the last six months. If the Immoral fails the opposed Will save, they become cursed. The curse deals 1d6 temporary ability damage to one of their mental scores (sage’s choice), then 1d2 permanent to any score (Immoral’s choice), then has one of the following features applied:
+
A lord can choose, in place of gaining features of a previous class, to instead gain a bonus [[SRD:Feats|feat]].
*Poetic Justice: the Immoral gains a social impediment. This can range from: cannot lie, cannot speak directly (only in metaphor or rhyme), must always speak mind one’s – or for the darker sorts: can only lie (etc., talk to GM about what would be appropriate for your campaign). A social impediment must be something befitting the Immoral’s action; an ironic lesson, if you will.
 
*Mark of Pain: boring but effective, the sage selects an arm, leg, toe, finger, eye, or ear, and the Immoral loses it. An Immoral can only lose the aforementioned parts (i.e. no tongues) and cannot be without at least one set of the aforementioned. In other words, if the Immoral is already missing an eye, it cannot lose another from this feature; or if missing an arm, can only lose three fingers off it’s other hand (this feature does not remove thumbs).
 
 
 
The third part of a curse can be removed with an opposing dispel (''[[SRD:Dispel Chaos|chaos]]'', ''[[SRD:Dispel Evil|evil]]'', ''[[SRD:Dispel Good|good]]'', ''[[SRD:Dispel Law|law]]''), but the second round of ability damage is permanent. A sage may only curse one Immoral per day.
 
 
 
Using the throne requires the detailed knowledge of gadgetry gained from the crystal and crown and the favor of a greater power (acquired from the cup). This makes it impossible for anyone, other than the individual that acquired it, to use it (including other dream sages).
 
 
 
The throne can be teleported when using the crown; when doing so, most restrictions of the crown apply, the exceptions being: 1) a sage may remain for up to eight hours; 2) the weight limit changes to a volume limit of six 1’ cubes; and 3) other creatures can be teleported with you, but they also teleport back after eight hours.   
 
 
 
The throne only appears when the sage wishes it (making it unnecessary for a barbarian or horse to always carry it around). The sage chooses its shape and material composition at 5th level (see the [[SRD:Breaking and Entering|material composition]] page for stats), and this cannot be changed once chosen. It takes a full-round action to materialize or dematerialize the throne.
 
 
 
===Into the Dream===
 
  
 +
'''{{Anchor|Augmented Subtype}}:''' At 5th level, lord gains [[Dreamborn (3.5e Subtype)|dreamborn]] as an augmented subtype. A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the [[Emerald Sun (3.5e Campaign Setting)|Lovecraft Campaign]].)
 +
===Dream Lord Lore===
 
{{quote
 
{{quote
 
|Infect the hearts and minds of others and you will turn your enemies into friends.  
 
|Infect the hearts and minds of others and you will turn your enemies into friends.  
|orig=[[Valentine (3.5e NPC)|Valentine]], [[Eldritch Horror (3.5e Race)|Eldritch Horror]] Dream Sage
+
|orig=[[Valentine (3.5e NPC)|Valentine]], [[Mahaari (3.5e Race)|Mahaari]] Dream Lord}}
}}
+
Characters with ranks in Knowledge (Arcana) can research lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
+
{|class="zebra d20"
A dream can be broken down into five parts: 1) creating the dream (this is when you set up the environment, features, and creatures of the dream); 2) Will save against the subject(s); 3) subjects’ tactical stage (a 1-10 minute period where the dreamer(s) act); 4) sage’s tactical stage (a 2-12 minute period where the sage activates the dream); 5) subjects’ tactical response (a 1-2 minute period where the dreamer(s) react).
+
|+[[SRD:Knowledge Skill|Knowledge (Arcana)]]
 
+
!DC{{!!}}class="left"|Result
<big><span style="color:Green; ">While most sages use sendings to find allies, stow confusion, or turn enemies, some sages are inclined to cast sendings on their own party members. Should a sage wish to do so, they can never create a dream that only involves other players; they must always engage at least one NPC or plot-related character into the dream (so as to always include the GM)!</span></big>
+
|-
 
+
|5{{!!}}class="left"|Dream Lords are very charming and diplomatic.
====Stage 1====
+
|-
The sage first sets up the dream. Features augment the later Will save, but otherwise have no cost (or chance of failure).
+
|10{{!!}}class="left"|Dream Lords can enter into other’s dreams.
 
+
|-
'''{{Anchor|Environment}}:''' The environment is decided in the first stage, as the first part of the first stage; a sage can only select one.
+
|15{{!!}}class="left"|Dream Lords are Moral Warriors, redefining the principles of their enemies.  
*No Environments: a sage can place the dream in a blank environment, covered in complete whiteness, for no penalty to Will (making the dream less believable).
+
|-
*Basic Environments: The desert, forest, hilly plains, and mountain environments temporarily penalize Will saves by 1.
+
|25{{!!}}class="left"|Specific info on a lord.
*Advanced Environments: The aquatic, dungeon, marsh, and ruin environments temporarily penalize Will saves by 2.
 
 
 
'''{{Anchor|Features}}:''' the features are decided in the first stage, as the second part of the first stage; a sage can select up to four. (A drawn map will help a lot.)
 
*Least Features: A Campfire, any hand-held or worn equipment (but sage do not receive any benefits from equipment, only visual), skill kits (or at least their appearance, also do not give a mechanical boost), and a Trail temporarily penalize Will saves by ¼ (round down).
 
*Lesser Features: 2d3 of common Flora, [[SRD:Tiny Hut|Hut]], Rope Bridge, and a Pool temporarily penalize Will saves by ½ (round up).
 
*Moderate Features: A [[SRD:Secure Shelter|Cottage]], rare Flora, River, Statue, stone Bridge, Tower, Trap, [[SRD:Transport|Vehicles]], and Wall temporarily penalize Will saves by 1.
 
*Greater Features: A Lava River, [[SRD:Mage's Magnificent Mansion|Mansion]], [[SRD:Maze|Maze]], Tower, and the ability to control weather (treat like the [[SRD:Control Weather|spell]]) temporarily penalize Will saves by 2.
 
 
 
'''{{Anchor|Creatures}}:''' the creatures are decided in the first stage, as the final part of the first stage; a sage can select up to 50HD. Creatures temporarily penalize Will saves by ½ per 3HD plus ½ per 4 creatures (round total up) (it is easier to have a few strong creatures than many weak ones).
 
 
 
For purposes here, [[SRD:Mounts and Related Gear|mounts]] are considered creatures, not equipment.
 
 
 
====Stage 2====
 
To enter a dream, a sage first takes the penalty to their Will from the first stage (example: a sage who selects a desert, with campfire, pool, tower, and 5 6HD monsters, has a penalty of 10). Then must locate their victim, then beat the opponent’s Will save (with the penalized score). (And, of course, the subject must be sleeping.) When a sage succeeds at the initial Will save, they may decide to add more subjects to the dream. To add subjects, the sage must succeed against the subjects’ Will, with 2 points added to the DC for every subject after the first. When the sage fails (or quits), the sage brings in all previous successes and begins the dream’s third stage.
 
 
 
<big><span style="color:Green; ">A sage must beat the Will save of creatures, that are normally immune to sleep effects or are sleepless, by 5 or more to put them into a sending.</span></big>
 
 
 
====Stage 3====
 
The 3rd stage is composed of the subjects’ actions, simply with an alternative GM. The subjects get a pathfinder round to handle the dream as they wish (more likely than not, they will not know that they are dreaming). After the round completes, it transfers to the dream sage’s turn.
 
 
 
====Stage 4====
 
In the fourth stage, the sage may act in an avatar form (they could have interacted with the subject(s) via creatures, traps, and features in the previous round). A sage has +5 to disguise and bluff checks, if not taking on their natural form; equipment of any sort (that the sage has seen) can also be added to their person at no cost. The sage has a pathfinder round and an action round that may be used in this period.
 
 
 
====Stage 5====
 
The 5th stage is composed of the subjects’ action round, a response to the sage’s rounds. After the completion of stage five, the dreamers awaken to where they were before the dream, with full memory of what occurred therein.
 
 
 
A sage does retain the Will penalty while in the dream, regaining their natural score 1d3 rounds after the sending. The rest also heals the sage of any other temporary Will damage and removes Charisma penalties '''or''' 1d4 points of Charisma damage.
 
 
 
<span style="color:Green; ">A dream should consist of a 4-24 minute period (depending on party) in game time (not real time) - not taking up the whole session.</span>
 
 
 
===Ex-Dream Sage===
 
 
 
There is no such thing as an ex-sage; once one goes down this road, they are forever marked.
 
 
 
===Dream Sage Lore===
 
 
 
{{quote
 
|I know what you're thinking, I know how to twist you and turn you; but what I do not know is, why you fight back.
 
|orig=Webster, [[SRD:Planetouched—Aasimars (Race)|Aasimar]] Dream Sage
 
}}
 
 
 
Characters with ranks in Knowledge (Religion) can research sages to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
 
 
 
{| class="{{d20}}"
 
|+ Knowledge (Religion)
 
! DC || class="left" | Result
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 8 || class="left" | Dream sages are very charming and diplomatic.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 16 || class="left" | Dream sages can enter into others’ dreams.
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 24 || class="left" | Dream Sages are Moral Warriors, redefining the principles of their enemies.  
 
|- class="{{Odd-Even|{{#var:odd}}}}"
 
| 32 || class="left" | Specific info on a dream sage.
 
 
|}
 
|}
 
 
 
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Latest revision as of 21:26, 7 July 2019

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Adopter: The-Marksman (talk)
Original Author: Franken Kesey (talk)
Date Created: 07/23/12
Status: Fin
Editing: Clarity edits only please
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5



Alternate Magic, Prepared Arcane Spellcasting, Other Partial

A dream lord pulling in subjects.

Dream Lord[edit]

What you intend to do to that hapless person over there is pure evil! Why don't you help her friends out, and turn on your master? It is the only way towards righteousness. Oh, and philanthropy gives you great respect - why don't you try with your new friends over there.
—Iris, Sentient Illusion Dream Lord

The masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. While suggestive by nature, most dream lords are in fact advents of good, punishing evildoers through nightmares or other forms of suffering.

Dream Lord are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful on the field of battle, controlling the body or mind of their enemies. In combat, most lords either force their enemies to sleep – fighting them in a more controlled atmosphere – or give key monsters lessons in Fear.

A lord is generally weaker in the company of another lord (lords have many abilities to negate each other). Yet, on occasion, some lords will form alliances to change morality in larger areas.

Becoming a Dream Lord[edit]

Charisma is the major ability of this class – if it is not ridiculous, you may want to rethink your character creation.

Bards are perhaps the quickest to think of ranking in this class; yet a Wizard, Sorcerer, or Cleric based lord is always going to be more powerful. The Witch, Sylvan Occultist, Paladette, High Priest and Bewitcher are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in Tormentor, Stranger with the Burning Eyes, Soulbinder, Schismsoul, Overmind, Hierophant, Celestial Beacon, or Barrister of the Nine or Assassin after taking this class.

While any race can become a lord, this path is mostly made up of Unbodied, Succedaneum, Sentient Illusions, Octoxeno, Mousa, Microforged Conglomerate, Mahaari, Eldritch Horrors, Archon Hounds and Aasimars.

Entry Requirements  
Skills: 8 ranks in concentration, and 4 ranks in either bluff or diplomacy
Feats: Iron Will, Skill Focus (in Concentration). 
Spellcasting: Must be able to cast a 2nd-level illusion and compulsion
Special: A trainee can be immune to sleep-effects, but cannot be sleepless. 
Special: Training from a dream lord.

Table: The Dream Lord

Hit Die: d4

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 1st 2nd 3rd 4th 5th
1st +0 +0 +0 +2 Crystal of Dreams 3 3 2
2nd +1 +0 +0 +3 Waking Nightmares, +1 Existing Features 4 3 2 1
3rd +1 +1 +1 +3 Crown of Dreams, +1 Existing Features 4 3 3 2
4th +2 +1 +1 +4 Throne of Dreams, +1 Existing Features 4 4 3 2 1
5th +2 +1 +1 +4 Augmented Subtype 4 4 3 3 2

Class Skills (4 + Int modifier per level)
Bluff (Cha), Concentration (Con), Craft (Alchemy) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Perform (Cha), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Use Magic Device (Cha).

Class Features[edit]

Weapon and Armor Proficiency: Lords are proficient with tridents, throwing axes, light hammers, light crossbows, javelins, darts, daggers, and light armor, but not with shields.

Lord Spells: A lord casts arcane spells which are drawn from the lord spell list. A lord must choose and prepare his spells ahead of time (see below).

To learn, prepare, or cast a spell, the lord must have a Charisma score equal to at least 10+spell level. The Difficulty Class for a saving throw against a lord’s spell is 10+spell level+lord’s Charisma modifier.

Like other spellcasters, a lord can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dream Lord. In addition, he receives bonus spells per day if he has a high Charisma score.

Unlike a bard or sorcerer, a lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the lord decides which spells to prepare.

Craft (Device) (Ex): A dream lord has a few devices he can manifest to aid in finding and influencing dreamers. Each device: requires a full-round action to manifest, another full-round action to use, is thoroughly unique (can only be used by the creator), and if outside of lord's possession for more than 24 hours dissipates into nothing. A lord may manifest only one item at a time, but can do so an unlimited amount of times per day.

Crystal of Dreams (Ex): At 1st level, a lord can manifest a crystal ball, which permits him to scry.

Crown of Dreams (Ex): At 3th level, can manifest a crown of dreams. The crown of dreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, creatures who are normally immune have a +4 bonus to resist. Creatures who are sleepless or without a wisdom or charisma score remain immune. One cannot wear a helmet nor have any other magical head gear while wearing the crown.

Throne of Dreams (Ex): At 4th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the teleport spell, with the following changes: 1) can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the same plane as the sleeping creature.

Waking Nightmares (Su): At 2nd level, a lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This acts like a summon-aberration, except with a roll for power level. A lord can summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d6 points of damage and becoming fatigued; if they fail by more than 10, they also (in addition to fatigue and damage) take 1d4 points of Charisma damage and fall unconscious for one minute. Some of the energy of real objects is absorbed by the atrocities, making the visions 30% real (much like shadow spells). Monsters have a minimum duration of one minute; each minute after, a lord must beat a (DC 10+2/minute after) Concentration check to maintain the vision. Monsters have a “friendly” disposition to the lord, but are not in fact under the lord’s control.

At 4th level, a lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and under the lord's control like an animal companion.

Feature Advancement: At 2nd, 3rd, and 4th levels, a lord gains +1 effective class level for one of the classes he possessed before taking this class. This grants all class feature benefits of having leveled in the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or hide in plain sight.

A lord can choose, in place of gaining features of a previous class, to instead gain a bonus feat.

Augmented Subtype: At 5th level, lord gains dreamborn as an augmented subtype. A lord is not longer required to make a save against insanity or similar effects when in a dreamland that is not their own. (This is especially useful in the Lovecraft Campaign.)

Dream Lord Lore[edit]

Infect the hearts and minds of others and you will turn your enemies into friends.
Valentine, Mahaari Dream Lord

Characters with ranks in Knowledge (Arcana) can research lords to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (Arcana)
DC Result
5 Dream Lords are very charming and diplomatic.
10 Dream Lords can enter into other’s dreams.
15 Dream Lords are Moral Warriors, redefining the principles of their enemies.
25 Specific info on a lord.

Back to Main Page3.5e HomebrewClassesPrestige Classes

Franken Kesey's Homebrew (123 Articles)
Franken Keseyv
AdopterThe-Marksman +
Article BalanceHigh +
AuthorFranken Kesey +
Base Attack Bonus ProgressionPoor +
Class AbilityAlternate Magic +, Prepared Arcane Spellcasting + and Other +
Class Ability ProgressionPartial +
Fortitude Save ProgressionPoor +
Identifier3.5e Prestige Class +
Length5 +
Minimum Level5 +
Rated ByQwertyu63 +, Luigifan18 +, Nolanf +, Zhenra-Khal + and Surgo +
RatingRated 3 / 4 +
Reflex Save ProgressionPoor +
SkillBluff +, Concentration +, Craft +, Diplomacy +, Disguise +, Gather Information +, Handle Animal +, Hide +, Intimidate +, Knowledge +, Perform +, Sense Motive +, Speak Language +, Spellcraft + and Use Magic Device +
Skill Points4 +
SummaryThe masters of sleep and distillers of fear; dream lords are the Warriors of Morality, supplanting their own ideas on what is right and wrong. +
TitleDream Lord +
Will Save ProgressionGood +