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Dream Lord (3.5e Prestige Class)

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{{Help Wanted|Dream Mechanics}}
 
{{author
|adopter=The-Marksman
|author_name=Franken Kesey
|date_created=707/23/12|status=Fin
|editing=
|balance=Very High}}<div class="blank"> [[Length::10]][[Minimum Level::5]][[Base Attack Bonus Progression::Poor]][[Fortitude Save Progression::Poor]][[Reflex Save Progression::Poor]][[Will Save Progression::Other]] [[{{3.5e Class Ability::Arcane SpellcastingData|Class Abilityminlevel=Spontaneous Spellcasting5|Class Abilityability=Alternate Magic, Prepared Arcane Spellcasting, Other|Class Abilityprogression=Other]]Partial[[Class Ability Progression::Other]] [[Allowed Alignments::Lawful Good]]|align=lg, ng, [[Allowed Alignments::Lawful Neutral]]cg, [[Allowed Alignments::Lawful Evil]]ln, [[Allowed Alignments::Neutral Good]]n, [[Allowed Alignments::Neutral Evil]]cn, [[Allowed Alignments::Chaotic Good]]le, [[Allowed Alignments::Chaotic Neutral]]ne, [[Allowed Alignments::Chaotic Evil]]</div>ce}}
[[File:Mansarali.jpg|thumb|right|475px|A dream lord pulling in subjects.]]
 
==Dream Lord==
 
{{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.''
|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.
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.
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.
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 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]], [[SRD:Paladin|Paladin]], [[High Priest (3.5e Class)|High Priest]], [[SRD:Blackguard|Blackguard]], and [[Bishop Bewitcher (3.5e Class)|Bishop]], and [[SRD:Assassin|AssassinBewitcher]] are also solid classes to have levels in before taking this prestige class. Some lords have been known to advance in [[Viveka Spectre (3.5e Prestige Class)|Viveka Spectre]], [[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 lord, 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]], [[Mahaari (3.5e Race)|Mahaari]], [[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:| 7 ranks in [[SRD:Concentration Skill|concentration]], [[SRD:Craft Skill|craft]] (alchemy), and either [[SRD:Bluff Skill|bluff]], [[SRD:Diplomacy Skill|diplomacy]], [[SRD:Handle Animal Skill|handle animal]] or [[SRD:Perform SkillAssassin|performAssassin]]; and 5 ranks in [[SRD:Knowledge Skill|knowledge]] (arcana).|-! Spellcasting:| Must be able to cast one 2nd-level [[SRD:Compulsion Subschool|compulsion]] and one 2nd-level [[SRD:Illusion School|illusion]].|-! 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 lord of dreams of at least 5th level.|}  {| class="zebra d20"|+ <div>{{Anchor|Table: The Dream Lord}}</div><p>Hit Die: d4</p>|-! rowspan="2" | Level! rowspan="2" | [[BAB|BAB]]! colspan="3" | [[SRD:Saving Throw|Saving Throws]]! rowspan="2" | Special! rowspan="2" | Spellcasting|-! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]|- |1st||+0||+0||+0||+2| class="left" | [[#Modifier Alterations|Modifier Alterations]], [[#Physic Emissions|Physic Emissions]]|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |2nd||+1||+0 ||+0||+3| class="left" | [[#Sending|Sending]]|—|- |3rd||+1||+1||+1||+4| class="left" | [[#Waking Visions|Waking Visions]]|[[#+1 level of existing spellcasting after taking this class|+1 level of existing spellcasting class]]|- |4th||+2||+1||+1||+5| class="left" |[[#Crystal of Dreams|Crystal of Dreams]]|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |5th||+2||+1||+1||+6| class="left" | |—|- |6th||+3||+2||+2||+7| class="left" |[[#Crown of Dreams|Crown of Dreams]]|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |7th||+3||+2||+2||+8| class="left" | |[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |8th||+4||+2||+2||+9| class="left" | [[#Throne of Dreams|Throne of Dreams]]|—|- |9th||+4||+3||+3||+10| class="left" | |[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |10th||+5||+3||+3||+11| class="left" | [[#Augmented Subtype|Augmented Subtype]]|[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- 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, History, Local, Nobility and royalty, 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]]).|}
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}}
===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|Modifier AlterationsLord Spells}}:''' A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves (instead of Wisdom). A lord also has improved mental stamina, giving a bonus to their concentration checks equal (class level+Wisdom modifier)/2 (rounded down). '''{{Anchor|Physic Emissions}}:''' As a standard action a lord can emit a wave of physic energy. The wave has: a radius of 50'+10' per class level (150' at 10th), requires a Will save to resist (DC 10+class level+Charisma modifier), last for 5 minutes per class level (50min at 10th), affects 5HD of creatures per class level (50HD at 10th), and a lord can only do one wave every two class levels total each day (5 at 10th). The emissions force sleep-like effects with greater intensity than most are able to; <big><span style="color:Green; ">this allows a lord to affect creatures that are immune to sleep or are sleepless</span></big>. However, creatures that are normally immune have a +4 bonus to their Will saves to resist a sleep-like effect. The different waves are as follows: ''{{Anchor|Wave of Exhaustion}}:'' Can can emit a wave of [[SRD:Exhausted|exhaustion]].  ''{{Anchor|Wave of Sleep}}:'' At 3rd level, can can emit a wave of sleep. The subject becomes [[SRD:Helpless|helpless]] while under the effect. If a subject sustains more than five points of lethal damage, they awaken immediately, but are [[SRD:Fatigued|Fatigued]] for 1d4 rounds after.  ''{{Anchor|Wave of Insomia}}:'' At 5th level, can emit a wave of sleeplessness. The wave causes all creatures in area to become immune to sleep-effects and any energy drain; also making them immune to fatigue and exhaustion. This normaly acts to counter other dream lords (thus being helpful). However, at 7th level, a lord can extend the duration beyond what is healthy. Which can cause hallucinations and exhastion to occur more drastically in the waking world -- while keeping the subjects prisoner. ''{{Anchor|Wave of Shell Shock}}:'' At 7th level, can emit a wave of Post-Tramatic Stress Disorder. The wave causes all creatures in area to become [[SRD:Confused|confused]]. ''{{Anchor|Wave of Forgetfullness}}:'' At 9th level can emit a wave of forgetfulness. '''{{Anchor|+1 level of existing spellcasting class}}:''' At the levels marked above, the lord gains new spells per day, casts arcane 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]]. Lords 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 lord, they must decide to which [[SRD:Class|class]] to add are drawn from the new level for purposes of determining spells per day, spells known, and maximum spell level. '''{{Anchor|Sending}} ([[Ex]]):''' A lord’s keystone abilities relate to manipulating dreams. A dream lord may suggest actions and permanent morality shifts to subjected dreamers. A lord must find their subject, be in the same plane, and the subject must be sleeping to do this. The GM selects form the below table the power level of the dream (1st, 2nd, or 3rd) based on the creativity of the sending that the player suggests (i.e. the more creative the higher the power – but also gives GM control over strength). {| class="zebra d20"|+ Sending Power Table! Power || Will || Possible Suggestions|-| 1st || +1 |/Lord Spell List| The lord can change one subject’s attitude one step in a positive direction with regards to a singular individual. Or can make a subject do a simple task immediately after waking.|-| 2nd || +2 || The lord can change the subject’s attitude one step in a positive or negative direction with regards to a group (not exceeding 6 people). Or can make a subject do an average task sometime in the following day, but allows the subject to use judgment on when (in the day) the task has the best chances.|-| 3rd || +4 || The lord can change the subjects attitude up to two steps in a positive or negative direction with regards to a group (not to exeed 12). Or can completely reengineer the subjects alignment.|} Then the dream lord rolls an opposed Will save against the subject, and must beat the subject’s plus the modifier on the above table (i.e. if power level 2, must beat by 2 or more). The above are permanent, but the spell ''[[SRD:Break Enchantment|break enchantmentlist]]'' can dispel a singular sending’s effects (if multiple sendings on a subject will need an equal number of enchantments to turn the subject back to normal) only if the person casting break enchantment beats the lord’s opposed Will save after casting. <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 an emission; however, mindless creatures are ''still'' immune to sendings even when sedated. Creatures that are normally immune to sleep effects or are sleepless have a +4 bonus to resist.</span></big> The subject will remember with great clarity all that occurred within a sending. '''{{Anchor|Waking Visions}} ([[Su]]):''' A lord may haunt others with impossible imaginations – they may pull nightmares from the plane of dreams into the waking world! This take tremendous will; a lord must beat a Will save (DC=total creature HD) to call creatures. If a lord 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 choose 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 prepare his spells). Monsters have a minimum duration ahead of five minutes; each minute after, a lord must beat a time (DC 10+3/minute aftersee below) 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 5th level, the DC to call creatures changes to 1/2 total HD, and the DC to maintain the creatures changes to 10+1/minute after. Further the monsters are 40% real and under the lord's control like an [[SRD:Druid's Animal Companion|Druid's Animal Companion]].
At 7th To learn, prepare, or cast a spell, the lord must have a [[SRD:Charisma|Charisma]] score equal to at least 10+spell level, it improves. 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|Craft (Device)}} ([[Ex]]):''' A dream Like other spellcasters, a lord has can cast only a few devices he can manifest to aid in finding and influencing dreamerscertain number of spells of each spell level per day. Each deviceHis base daily spell allotment is given on Table: 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 nothingThe Dream Lord. A lord may manifest only one item at a timeIn addition, but can do so an unlimited amount of times he receives [[SRD:Ability Scores#Ability Modifiers|bonus spells per day]] if he has a high Charisma score.
''{{AnchorUnlike a [[SRD:Bard|Crystal of Dreams}} (bard]] or [[ExSRD:Sorcerer|sorcerer]]):'' At 4th level, as a full-round action, lord may know any number of spells. He must choose and prepare his spells ahead of time by getting a lord can manifest an unmodified good night’s sleep and spending 1 hour studying her [[SRD:Crystal Ball#spellbooks|crystal ballspellbook]]. While studying, the lord decides which spells to aid in finding subjects (at no cost)prepare.
'''{{Anchor|Crown of DreamsCraft (Device)}} ([[Ex]]):'' At 6th level, ' A dream lord has a few devices he can manifest a crown of dreamsto aid in finding and influencing dreamers. The crown imparts an ability on the wearer that acts like the ''[[SRDEach device:Teleport|teleport]]'' spellrequires a full-round action to manifest, another full-round action to use, with the following changes: 1) is thoroughly unique (can only teleport to a sleeping creature that has been found with be used by the Crystal creator), and if outside of Dreams; 2) a lord cannot bring other creatures or 's possession for more than a medium load; and 3) the 24 hours dissipates into nothing. A lord is instantly transported back two hours later (may manifest only one item at a time, but can teleport back prematurely)do so an unlimited amount of times per day.
The crown is rather fragile''{{Anchor|Crystal of Dreams}} ([[Ex]]):'' At 1st level, with a hardness of 5 and 20 hit points. Alsolord can manifest a crystal ball, 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 (which permits him to a minimum of 1)''[[SRD:Scrying|scry]]''.
''{{Anchor|Throne Crown of Dreams}} ([[Ex]]):'' At 8th 3th level, can manifest a throne crown of dreams. The throne imparts an ability crown of dreams allows its wearer to curse affect creatures that act strongly against a lord’s morality – also known as the Immoral. A curse may only be place on sleeping creatures on the same plane, which the lord has given a sending who are normally immune tosleep or enchantment effects. If the Immoral fails the opposed Will saveHowever, they become cursed. After finding the Immoral, it takes one hour to complete the curse; if the lord is interrupted during this time the lord must beat creatures who are normally immune have a DC 50 Will save +4 bonus to continue the processresist. The curse deals 1d6 temporary ability damage to one of their mental scores (lord’s choice), then 1d2 permanent to any score (Immoral’s choice), then has one of the following features applied:*Poetic Justice: the Immoral gains Creatures who are sleepless or without a social impediment. This can range from: cannot lie, cannot speak directly (only in metaphor wisdom or rhyme), must always speak one’s mind – 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 lord selects an arm, leg, toe, finger, eye, or ear, and the Immoral loses it. An Immoral can only lose the aforementioned parts (icharisma score remain immune.e. no tongues) and One cannot be without at least one set of the aforementioned. In wear a helmet nor have any other words, if magical head gear while wearing 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)crown.
The third part ''{{Anchor|Throne of a curse can be removed with an opposing dispel Dreams}} (''[[SRD:Dispel Chaos|chaosEx]]'', ''[[SRD):Dispel Evil|evil]]''At 4th level, can manifest a throne of dreams. The throne imparts an ability on the user that acts like the ''[[SRD:Dispel GoodTeleport|goodteleport]]''spell, ''[[SRDwith the following changes:Dispel Law|law]]''1), but can only teleport to a sleeping creature that has been found with the Crystal of Dreams; and 2) can select anything within a 5''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]'' can remove hemisphere to teleport with; and 3) must be on the same plane as the second roll of permanent ability damage. A lord may only curse one Immoral per daysleeping creature.
The throne '''{{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 be teleported when using summon any number of aberrations, but must beat a DC equal to total CR. If a lord fails the crownsave by more than 5, they themselves fall into a nightmare, receiving 2d6 points of damage and becoming [[SRD:Fatigued|fatigued]]; when doing soif they fail by more than 10, most restrictions 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 crown applyenergy of real objects is absorbed by the atrocities, making the exceptions beingvisions 30% real (much like [[SRD: 1Shadow Subschool|shadow spells]]) . Monsters have a minimum duration of one minute; each minute after, a lord may remain for up to eight hours; must beat a (DC 10+2/minute after) Concentration check to maintain the weight limit changes vision. Monsters have a “friendly” disposition to a volume limit of: everything within a 5’ hemisphere; and 3) other creatures can be teleported with youthe lord, but they also teleport back after eight hoursare not in fact under the lord’s control.
The throne has At 4th level, a hardness of 10, 200 hit points lord can add his class level to all waking nightmare rolls. Additionally the monsters are 40% real and weighs 50 poundsunder the lord's control like an [[SRD:Druid's Animal Companion|animal companion]].
'''{{Anchor|Augmented SubtypeFeature Advancement}}:''' At 10th level2nd, 3rd, and 4th levels, a lord with 12 ranks 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 Knowledge (Arcana) gain [[Dreamborn (3.5e Subtype)|dreamborn]] the previous class possibly including: increased caster level, spells per day and spells known; feats, and new features as an augmented subtype (only if they have the necessary ranks). A lord is not longer required to make though he gained a save against insanity or similar effects when level in a dreamland that is not their own. (This is especially useful class possibly granting new abilities he didn't have before like trackless step or hide in the [[Emerald Sun (3.5e Campaign Setting)|Lovecraft Campaign]]plain sight.)
===Ex-Dream Lord=== There is no such thing as an ex-A lord; once one goes down this roadcan choose, they are forever markedin place of gaining features of a previous class, to instead gain a bonus [[SRD:Feats|feat]].
'''{{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
|Infect the hearts and minds of others and you will turn your enemies into friends.
|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"|+ [[SRD:Knowledge Skill|Knowledge (Arcana)]]! DC || {{!!}}class="left" | Result
|-
| 8 || 5{{!!}}class="left" | Dream Lords are very charming and diplomatic.
|-
| 16 || 10{{!!}}class="left" | Dream Lords can enter into other’s dreams.
|-
| 24 || 15{{!!}}class="left" | Dream Lords are Moral Warriors, redefining the principles of their enemies.
|-
| 32 || 25{{!!}}class="left" | Specific info on a lord.
|}
 
==Variant==
 
Instead of taking their spells from the more ridged orthodox lists (from previous classes), a lord may instead select their spells from the '''[[/Lord Spell List|lord spell list]]'''. This replaces their previous spell list, but they maintain their spell progression and maximum spells known (with the new list). For example: an 8th level wizard ranks into this class (by one level), then chooses this variant (after talking to the GM), for purposes of spells, the maximum level spell the wizard cast is 4th-level (from the new list). Should the wizard rank again (in dream lord or wizard), they would gain access to 5th-level spells.
 
This only replaces one spell list (not multiple), and all spells from the lord list are considered arcane and may be cast spontaneously.
 
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