User:Franken Kesey/Yatri Spectre (3.5e Class)

Summary::A magic based class with many possession, spectre, and dream fortes. Length::20 Minimum Level::1 Base Attack Bonus Progression::Poor Fortitude Save Progression::Poor Reflex Save Progression::Poor Will Save Progression::Good Class Ability::Arcane Spellcasting [[Class Ability Progression::Other
 * Class Ability=Prepared Spellcasting
 * Class Ability=Alternate Magic
 * Class Ability=Psionics
 * Class Ability=Other]]

Allowed Alignments::Lawful Good Allowed Alignments::Lawful Neutral Allowed Alignments::Lawful Evil Allowed Alignments::Neutral Good Allowed Alignments::Neutral Allowed Alignments::Neutral Evil Allowed Alignments::Chaotic Good Allowed Alignments::Chaotic Neutral Allowed Alignments::Chaotic Evil

Yatri Spectre
"What you intend to do to that helpless 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."

Yatri Spectres are those who like to captivate others to such a degree that they redefine other’s morals. A yatri spectre ability of possession and control of the animate and inanimate makes them a force to be reckoned with. For when the voices inside your head tell you to stop fighting or you lose control of your hands, the diminutive bug looks a whole lot bigger! People say you have to be moral, you should listen to your conscience - I am your conscience!

Making a Yatri Spectere
Yatri spectres are those who like to control morals, or like to change the fates. Wisdom is of supreme importance for her abilities, Charisma has secondary importance, and Dexterity can help with agility and Armor Class - for when you lose your mind!

Alignment: Any

Race: Any

Starting Age: Complex

Class Features
Weapon and Armor Proficiency: A yatri is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Yatri are proficient with light armor and shields (except tower shields). A yatri can cast yatri spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a yatri wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass yatri still incurs the normal arcane spell failure chance for arcane spells received from other classes.

A yatri casts arcane spells which are drawn primarily from the below list. A yatri must choose and prepare her spells ahead of time (see below).

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

Like other spellcasters, a yatri can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Yatri. In addition, she receives bonus spells per day if she has a high Wisdom score. When Spells per Day indicates that the yatri gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.

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

0&mdash; Touch of Fatigue2, Read Magic, Prestidigitation, Open/Close, Message, Mending, Mage Hand, Lullaby, Ghost Sound, Endure Elements, Detect Poison, Detect Magic, Daze, Dancing Lights1;

1st&mdash; Ventriloquism, Sleep, Silent Image, Magic Aura, Identify, Hypnotism, Detect Undead, Detect Secret Doors, Detect Law, Detect Good, Detect Evil, Detect Chaos, Confusion, Lesser, Comprehend Language, Color Spray, Charm Person, Cause Fear2;

2nd&mdash; Whispering Wind, Touch of Idiocy, Status, Spider Climb2, See Invisibility, Scare2, Rope Trick1, Pyrotechnics, Phantom Trap, Misdirection, Mirror Image, Minor Image, Magic Mouth, Locate Object, Hypnotic Pattern, Hideous Laughter, Doom2, Detect Thoughts, Daze Monster, Cure Light Wounds, Calm Emotions;

3rd&mdash; Tongues, Telepathic Bond, Lesser, Suggestion, Shrink Item2, Ray of Exhaustion2, Nondetection, Major Image, Levitate1, Deep Slumber, Daylight1, Cure Moderate Wounds, Clairaudience/Clairvoyance, Blacklight1, Arcane Sight;

4th&mdash; Scrying, Rainbow Pattern, Quench, Polymorph2, Phantasmal Killer1, Modify Memory, Locate Creature, Illusory Wall, Hallucinatory Terrain, Gaseous Form2, Fear1, Discern Lies, Dimension Door1, Detect Scrying, Cure Serious Wounds, Crushing Despair2, Confusion, Charm Monster, Arcane Eye;

5th&mdash; Waves of Fatigue2, Teleport, Telepathic Bond, Telekinesis1, Symbol of Sleep, Symbol of Pain2, Seeming, Persistent Image, Passwall1, Nightmare, Mirage Arcana, Mind Fog, Mind Blank, Feeblemind, False Vision, Fabricate1, Dream, Dispel Evil, Cure Critical Wounds, Contact Other Plane1, Break Enchantment, Baleful Polymorph2;

6th&mdash; Vision1, Veil, Sympathy3, Symbol of Persuasion, Symbol of Fear2, Suggestion, Mass, Shadow Walk, True Seeing2, Programmed Image, Probe Thoughts, Permanent Image, Move Earth2, Legend Lore, Irresistible Dance, Forbiddance1, Find the Path, Eyebite2, Plane Shift2, Mass Cure Light Wounds, Control Weather3, Control Water1, Antipathy3, Analyze Dweomer.


 * 1. cannot be used when dream sharing
 * 2. cannot be used when dream sharing or using the tiara
 * 2. cannot be used when dream sharing, using the tiara or crown

All yatri gain a rank off of which their abilities scale, equal to their class level + 1/2 of their total HD, up to a maximum of their total HD. Thus, a yatri 10 / assassin 6 would have a Moralist rank of 16.

(Sp): At 1st level, a yatri may use the spell alter self at will.

(Su): At 3rd level, a yatri can cast alien hand 3 times per day, gaining complete control over an appendage for 2+1d3 rounds, the target is shaken for the abilities duration. It takes a standard action to cast, and takes a move action to manipulate the limb following rounds. The yatri may control a target: arm, leg, tail, tentacle, trunk or any other type of appendage (except the neck). Control of finer tune functions (playing the piano) cannot be done, the appendage can only grab or release. Creatures may negate this ability with a successful Will save against a DC of 10 + 2/3 Moralist rank + yatri Wisdom modifier.

 (Ex): At 5th level as two full round actions, a Yatri can enter into a subjects dreams (see dreamscape). This can only be done with willing creatures. This may be done one per day for every level in Yatri (15 times at 15th level). This feature can be evoked on creatures who meditate (instead of sleep). In fact, it is more of a waking dream, for memory is sustained after the dream. See spell notes for details on what spells may be used in the dream.

(Su): At 6th level, a yatri may take the form of a small medium or large (players choice) air, earth, fire or water elemental, with HD no greater than the yatri Moralist rank (treat like wild shape with only the above options). The yatri may switch between each type (or to its’ natural form) as a standard action. If the yarti is destroyed in this form it dies. This is an at will ability.

(Su): At 8th Level, a yatri can possess other characters. You enter the enemy's square (possibly provoking an attack of opportunity) and the target must make a Will save DC 10 + yatri will save or have a fragment of their body possessed, your mind slipping away into theirs. This can be done when in an alternate form or in a dream controlling state. One may have complete control up to 3 appendages with this ability (see alien hand for what is considered an appendage); using a swift action to move each one. Or a yatri may possess the mind, where you have no motor control but can whisper into their heads telepathically. The target is under a charm person effect in regards to you, allowing you to manipulate its actions, if subtly. Each 2 rounds the target can roll for another will save; one cannot posses for more than 7 rounds. Onlookers must make a DC 30 Spot check to determine the subject is possessed. Manifestation: the victim perceives you as a fine sized mirror of itself that exists on its shoulder (or appendage viewable by its eyes) – this is a hallucination the yarti is instead inside the brain, therefore you cannot be shaken off.

While possessing a target, your body cannot be targeted, but your presence can be removed by break enchantment and similar effects. If expelled, you appear in the next closest space to the target.

(Ex): At 10th level, a Yatri gains a tiara, to enhance their ability to control and induce dreams (see dreamscape). They can now force sleepless creatures, and creatures immune to sleep effects, into a meditation (that for all purposes on this page will be treated as a lucid dream). A Yatri may use the tiara once per day for every 2 levels in Yatri (7 times at 15th level). See spell notes for details on what spells may be used in the dream.

(Su): At 11th level, a yatri may take the form of a small, medium, large or huge (players choice) air, earth, fire or water elemental, or an animal, with HD no greater than the yatri Moralist rank (treat like wild shape with only the above options). The yatri may switch between each type (or to its’ natural form) as a standard action. If the yarti is destroyed in this form it dies. This is an at will ability.

(Ps): At 13th level, by taking 3 uninterrupted rounds, a Yatri gains the ability to take over half of a person's mind. The subject must roll an opposed DC( 10 + Yatri level + Yatri will save), or have part of the Yatri mind, referred to as a zoyk, similar to mind seed with the below changes: the victim permanently has the zoyk’s alignment (unless removed), 2) If a yatri dies she can move her mind to one of her zoyks and take complete control of that side of the brain (rolling opposing will saves every 3 combat rounds, or 3 non-active hours for control over the body).

A yatri can only cast this once per week, and can only have a number of zoyks equal to her (Yatri level + Wis mod)/ 7. When a Yatri creates a zoyk she looses (at least) 2 Wis, which is regained only if the Yatri rebinds to the zoyk. However this does not mean the zoyk has only 2 Wisdom. To find the zoyks Wis use the following equation: (sacrificed Yatri Wis + (Yatri level/4)) x 3. The spell holy word removes a yatri or its zoyk.

(Ex): At 15th level, a yatri gains a crown of dreams. This may be used to create a nightmare-like effect (see dreamscape) – that may be treated as more controlled lucid dream. When appearing in a nightmare, a Yatri can assume a fearful form, as if using form of doom. A Yatri may use the crown one per day for every 3 levels in Yatri (5 times at 15th level). See spell notes for details on what spells may be used in the dream.

(Su): At 16th level, a yatri may select one creature type (besides outsider). The yatri may now shape change into any creature in that type that has 3HD less than the yatri Moralist rank. This may be done once per day, for five rounds.

(Ex): At 20th level, the yatri may temporarily become the DM, known here as an MR (see dreamscape). If the victim is not another PC then the DM plays its part. The yati has complete sway over the environment in the dream world (including monsters), and can make the experience last no more than two sessions. All yatri spells may be used in the demi-plane.

Ex-Yatri
There is no such thing as an ex-yatri, once one goes down this road they are forever marked.

Playing a Yatri
Yatri are great for when you’re in town, and can usually give you a better relation with people. But they are also very powerful in the field of battle, controlling the body or mind of their enemies.

Combat: Most yatri leave their bodies in the back (for protection), and control the strongest creature on the opposing side.

Advancement: The options for advancing this class are limitless, adding a physic class works well; a yatri who multiclass in a cajoling or charm focused class, losses no experience to multiclassing. Resources: Most yatri try to stay away from each other. Once there were a few Yatri groups that had found The Secret. A few books have survived from that ancient time. Should a Yatri ever gain possession of one... well let’s just say it would not be good.

Yatri in the World
"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."

NPC Reactions: Many fear the manipulative powers of yatri... or at least until they meet one. Becoming cooed into how benign and victimized yatri really are.

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

The Dream
A dream is a demiplane that is different from creature to creature, night to night. In the successive sections the victim or subject is the dreamer, one or you is the yatri, monsters are non-real beings planted by the yatri (meaning they do not exist in the real world), and creatures are beings that are brought into the subjects dreams either by the yatri or a 3rd party. For the purposes of this class a dream is said to physically occur away from the subjects mind. At higher levels one may have varying control over the dream.

The Dream Period explains the duration, save, range and how to dispel the dream. Plot tells what type of control the yatri has over the storyline, how the yatri is viewed by the subject, and what the end reaction is. The Layout explains the map and environment of the dream, and what features may be added to the dream. Creatures tells how other creatures can come into the dream. Real World Transference explains other effects after the dream.

Plane Traits

 * Gravity: normal
 * Time: normal
 * Size: finite about 100x100x50’.
 * Morphic: highly morphic.
 * Magic Trait: Limited Magic: all creatures can only use yatri spells (except those excluded if of a low level) and spells in the Divination, Enchantment, Illusion, Transmutation schools, or healing subschool.

Dream Sharing
Dream Period: Can only be done on willing creatures; lasts for 15 minutes or two encounters (whichever comes first). Any action, on the part of the subject yatri or 3rd party, that intent of dispelling automatically succeeds (from shaking to complex abjuration spells). The yatri must be able to touch the subject to use this ability.

Plot: The dream drug allows the yatri to experience the dream with the dreamer. The yatri may not interfere with the dream and may only make verbal hints to the dreamer; the dreamer can see the yatri (in the yatri’s chosen form) and considers the yatri to be a friendly entity.

Creatures: The drug can only bring one subject into the dream. Third parties may enter by casting the ____ spell then exceeding the yatri’s will save by 1 point (this may be tried twice per dream).

Real World Transference: Physical and mental effects (location, damage, diseases, poison, death, boosts and curses) do not transfer over after the dream, yet items and spells used in the dream world count as being used in the real world.

Lady of the Isle of Sleep
Dream Period: Save DC (10 + yatri level + yatri will save); lasts for 30 minutes or three encounters (whichever comes first). The spell dispel evil removes this effect. One must be able to find their subject, and be on the same plane to use this ability.

Plot: When using the tiara the victim must roll a d20 for their dream type, the yatri then gets to decide the victim’s path; effects begin when the subject wakes.

This effect only occurs with the tiara, and is instantaneous (i.e. the subject need not spend session time reaching the goal in dreamscape).

Creatures: The tiara can only bring one subject into the dream. Third parties may not enter the dream (because its instantaneous).

Real World Transference: Only diseases, boosts and curses transfer over.

King of Dreams
Dream Period: Save DC (15 + yatri level + yatri will save); lasts for 60 minutes or four encounters (whichever comes first). The spell holy aura removes this effect. One need only find their subjects

Plot: The yatri can suggest a single session or partial session campaign that must be completed within the time frame. It must be approved by the DM, and the DM has normal control after it has begun. This may be used for PC vs. PC action – especially noting that the victim or victims will most likely not know who attacked or if it was an attack.

Layout: When using the crown the victim must roll a d20 for their environment type, the yatri then gets to decide the weather, and may add features and creatures, this may only be done at the beginning. For every class level a yartri gets 3 dream points per day (see below).

All above spell should be treated exactly as noted in page, with permanency and no control over after the dream begins.

Pool: A roughly circular pool of water with a radius of 10’

Statue: A stone statue that forms into the likeness of what the yatri looks like (at the moment the dream is made). The statue can be one size category larger or smaller than the yatri, and is mounted on a pedestal. The statue cannot move or change its appearance in the dream.

Tower: A three story stone cylindrical tower (20’ radius), with a spiraling staircase that goes around the inner wall. The 3rd story is open, with a 4’ high wall surrounding it. There is one sturdy wooden door at its base, with a large keyhole.

Creatures: The crown can bring multiple creatures to the same nightmare (one creature per five character levels). Third parties may enter by casting the ____ spell then exceeding the yatri’s will save by 5 points (this may only be tried once per dream).

Real World Transference: Attitudes and curses transfer over, and items and spells used in the dream world count as being used in the real world.

Master of Reality
Dream Period: Save DC (20 + yatri level + yatri will save); lasts for 120 minutes or five encounters (whichever comes first).

Plot:

Layout:

Beings:

Real World Transference:

A Relatable Publication
Hyperconscious: Explorations in Psionics: when a psionic character comes across another psionic creature they may create a dream plane where they can fight using avatars. This dream plane: is a single room, rather simple, and maintains only the two creatures that are interacting; yet has a minor chance of being swayed by a dark entity. Some of what occurs in the dream plane is mirrored in reality, though figurative actions commonly have a more metaphoric reaction.

Most of the prestige class features would not work with this class (and are still somewhat vague), yet I must state that the Awakened Dreamer and Dream Keeper were very inspirational and helpful in creating the above (thank you for suggesting them Eiji-kun). Nothing in Hyperconscious is directly transferred, nor is considered to be the exact philosophy of the above; this was used only as a guide to making concepts into mechanics and credibility notification.

Inspiration
Many of the class features are inspired by either:
 * Stranger in a Strange Land, by Robert A. Heinlein
 * One Thousand and One Nights
 * The Koran
 * Majipoor Series, by Robert Silverberg

Powers yet to be transferred:
 * Conceal Thoughts(Telepathy)
 * Mind Probe(Telepathy)
 * Catapsi(Telepathy)
 * Shatter Mind Blank(Telepathy)