Dreamer (3.5e Class)

Dreamer
The plane of dreams is a ever-shifting place, unreal and yet somehow there. Shaped by a billion minds, it is a potent source of psionic power. Every so often, someone is born with the talent to make their dreams into reality. They are the dreamers.

Making a Dreamer
Abilities: Dreamers psionic powers are Charisma based, allowing them to assert control over wild dream energy. Constitution is important for anyone seeking battle, and Dexterity covers their lack of heavy armor. Wisdom has its uses in skills, and Intelligence to gain more skills. Strength is rarely used.

Races: Any race capable of dreaming. As a result, elves cannot become dreamers. They do not know the experience of the dream.

Alignment: Any.

Starting Gold: 5d4&times;10 gp (125 gp).

Starting Age: As rogue.

Class Features
All of the following are class features of the dreamer.

Weapon and Armor Proficiency: Dreamers are proficient with all simple weapons and light armor (but not shields).

Her base daily allotment of power points is given on Table: Dreamer. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.

A dream knows 2 powers + one power per class level. Unlike a psion, a dreamer may switch out its powers known each day when her power points refresh from the dreamer power list. A dreamer can make use of the Expanded Knowledge feat to add to its class list, but can only select mind-affecting powers with the feat. It can select any power through its Advanced Learning class ability. A dreamer can manifest any power that has a power point cost equal to or lower than her manifester level. The total number of powers a dreamer can manifest in a day is limited only by her daily power points.

A dreamer simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points. The Difficulty Class for saving throws against wilder powers is 10 + the power’s level + the dreamer's Charisma modifier. Dreamers choose their powers from the following list:

1st&mdash;astral construct, call to mind, conceal thoughts, defensive precognition, deja vu, demoralize, detect psionics, disable, distract, eidetic lockCPsi, empathy, empty mind, guarded sleepUP, know direction and location, mind vaultHyper, offensive precognition, offensive prescience, precognition, psionic daze, psionic sleepHyper, sense link, suppress compulsionHyper, telempathic projection

2nd&mdash;brain lock, cloud mind, detect hostile intent, disrupting lashUP, dream prisonHyper, ego whip, feet leech, forced sense link, id insinuation, inflict pain, induce pleasureUP, mass missive, mental disruption, mindlink, object reading, psionic minor creation, read thoughts, recall agony, sensitivity to psychic impressions, sensory gloomCPsi, serenityCPsi, share pain, sustenance, thought shield

3rd&mdash;cerebral phantasmCPsi, danger sense, dispel psionics, evade burst, false sensory input, forced share pain, mental barrier, mental turmoilCPsi, mind puncture, mind trap, psionic blast, psionic modify memory, psionic suggestion, psychic containmentCPsi, solicit psicrystal, touchsight

4th&mdash;aura sight, correspond, death urge, detect remote viewing, empathic feedback, head tripHyper, intellect feastUP, intellect fortress, mindwipe, personality parasite, power leech, psionic divination, psionic phantasmal killerHyper, remote viewing, schism, sensorineural cascadeHyper

5th&mdash;blissUP, catapsi, dream travel, incarnate, leech field, psionic major creation, mind probe, persistent correspondHyper, psionic true seeing, power resistance, psychic crush, psychotic breakCPsi, shatter mind blank, suppress schismCPsi, tower of iron will, unleash idbeastHyper

6th&mdash;aura alteration, co-opt concentration, crownfireHyper, greater precognition, mass cloud mind, mind switch, remote view trap, suspend life

7th&mdash;dream of the realHyper, dream's fatal embraceHyper, insanity, personal mind blank, psionic moment of prescience

8th&mdash;astral seed (reborn on Plane of Dreams), bend reality, erase presenceHyper, psionic mind blank, recall death, shadow body

9th&mdash;affinity field, annihilate mind barriers, apopsi, apopsic hemorrhageHyper, genesis, hypercognition, id cascadeHyper, intellect bombCPsi, microcosm, mind seed, pain affinity fieldCPsi, reality revision, true creation



To learn or manifest a power, a dreamer must have a Charisma score of at least 10 + the power’s level.

Aware of her surroundings, she can draw information from the minds of the entire universe, shifting through the cloudy disjointed thoughts. She may make all Knowledge checks untrained and gains half her class level as a bonus to all Knowledge checks.

With a standard action touch attack you deal 1d6 points of nonlethal damage to the target per class level. If you halve the damage the damage becomes lethal, as parts of their bodty become unreal and wink out of existence. If the opponent has 50% or less hp remaining, you can expend your psionic focus to deal your sleep touch attack, plus force a Will save DC 10 + 1/2 HD + Charisma or fall asleep. The latter part is a mind-affecting effect.

 : At 2nd level, a dreamer is able to draw extra energy from a good night's sleep. You recover your class level in ability damage, and your class level squared in hp damage when you rest.

Though sleeping, the creature is not considered helpless against these abilities. Some of these abilities can be used on allies, or even yourself (once you have Sleepwalk). Each ability is a standard action and any saving throws are DC 10 + 1/2 HD + Charisma.

 PS undefined: At 2nd level you duplicate the effects of detect thoughts, but with a duration of concentration. You can also go into more detail, asking questions as if they were awake. If they do not wish to answer, they will continue to not answer in their mind but may betray their thoughts to the detect thoughts effect. When the creature wakes, they have no memory of being asked questions, treating it as if it were a dream. This allows a Will save to negate, and a successful save renders them immune until their next sleep.

 PS undefined: At 6th level you can read the dreams of others, or even yourself, and duplicate the effect of commune once per person per rest.

 PS undefined: At 10th level, you can leave the effect of suggestion in a sleeping target. The suggestion takes effect when they wake up, and they will have no memory of being affected by suggestion, treating it as if it were a dream. This allows a Will save to negate, and a successful save renders them immune until their next sleep.

 PS undefined: At 14th level you can make a currently sleeping creature fall into an eternal slumber. The creature makes a Will save to negate. If they fail, nothing will wake them up short of limited wish, wish, miracle, bend reality, or reality revision. The creature will neither need to eat, sleep, or breath, and will not age. They are in perfect status until the effect is broken. Waking Dream cannot be used in conjunction with this ability.

 PS undefined: At 18th level, you can embed your mind in a single creature (awake or asleep) with a touch attack. The creature makes a Will save to negate. If successful you keep a backup copy of your mind hidden within their own. If you die, the embedded mind will manifest, "possessing" its target creature and being able to speak through it, though not act. If a revival spell of any kind is cast on the creature with the embedded mind, you are revived with no level loss, experience, or gold cost. Willing allies are often the subject to this spell. You may only have one embedded mind at a time.

 : The 3rd level dreamer is capable of imagining items and pulling them from the plane of dreams. As a standard action you may summon up any number of items up to 200 gp x your class level in items per day. The items can be mundane or magical, but they cannot be single use items or items with charges. A +1 sword or a silk rope is fine, but a wand of magic missile, a acid flask, or a belt with 3 charges a day is not. These items are clearly unreal and supernatural, and vanish in 24 hours.

It may be any power level she is able to cast, without restriction.

 : A 5th level dreamer is the master of the power nap. Once per day as a swift action, the dreamer can willingly fall asleep, and recover hp and ability damage as if she took a full 8 hour rest as long as she remains asleep for at least 1 round. She does not restore her power points or is allowed to change out her powers known for the day. She remains asleep until awoken normally. Or, she would if it weren't for sleepwalk.

 : A 5th level dreamer doesn't let sleep get in her way. A sleeping dreamer is not helpless and can actually stand and take actions. They are less than lucid, and are staggered while asleep, but in this state they are immune to charms and compulsions, pain effects such as symbol of pain, and fear effects.

' PS undefined:' A 7th level dreamer gains the psionic versions of dream and nightmare'', and may cast any combination of the two up to their Charisma modifier per day.

 : A 9th level dreamer who succeeds on a saving throw (or is immune) against a mind-affecting effect rebounds the effect to the originator who must make the save at a -4 penalty. The dreamer is treated as the manifester/caster for the effect if they fail.

They gain the dreamborn subtype, as well as its Unreality trait. They have a 20% miss chance against all melee and ranged attacks as they flicker in and out of reality. They are considered natives to their home plane and the plane of dreams.

' PS undefined:''' A 11th level dreamer can expend her psionic focus to remove effects currently afflicting her, restoring her to her own mental projection of herself. As a standard action the dreamer removes the ability penalty, blindness, confusion, dazing, dazzling, deafening, energy drain, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, petrified, shaken, sickened, or stunned conditions from herself. She can take this standard action even if she would normally be denied it (such as by being petrified) as an exception to the rule.

Your powers which normally only work on sleeping creatures now work on awake creatures, though they get a +4 bonus on their saves. In addition, your mind-affecting abilities now effect those that are immune, but they gain a +8 bonus on their saves.

You are no longer staggered.

 : At 17th level, your mind is always in a dreaming state even while awake. It serves to befuddle those who would investigate your mind. You give off random, false information each round for any effects which would detect, divine, or scry about you. In addition, any mind-affecting effects you fall under have their duration limited to 1 round, immediately curing itself as your mind shifts and molds.

' PS undefined:''' A 19th level dreamer can enter the plane of dreams at will. Treat this as a mage's magnificient mansion, though it is the same mansion each time and when unoccupied, it technically doesn't exist. Any items left inside re-appear when creatures re-enter.

She gains the Outsider type with the dreamborn subtype, and counts as her original type when beneficial. She gains DR 10/crystal (such as crystal and deep crystal weapons), and fast healing equal to your Charisma score as your mind pieces itself back together. Finally, your miss chance from the dreamborn subtype rises to 50%.

Epic Dreamer
Advanced Learning: You continue to gain advance learning at 24th and every four levels beyond.



Epic Dreamer Bonus Feat List: PENDING.

Human Dreamer Starting Package
Weapons: Longspear.

Skill Selection: Pick a number of skills equal to 7 + Int modifier.

Feat: Improved Initiative.

Bonus Feats: Psicrystal Affinity.

Gear: Chain Shirt.

Gold: 20 gp.

Playing a Dreamer
Religion: A dreamer's religious life has little to do with their class choice. Some care nothing for the gods while others devote themselves to their cause.

Other Classes: Other classes may begrudge the dreamer, for they don't work for their power, it is something they are born and evolve into. In that respect, sorcerers know their pain. To the non-magical or psionic in nature, they may not care. They are just another caster to them.

Combat: You're a caster type with a specialization in dreams. Mind-affecting effects are common, so prepare to handle things which cannot be affected until you get sleepwalking. Your sleep touch is a potent nonlethal weapon, and you gain defensive abilities with Dreamborn and Eternal Dreamer, allowing you to stand and mix it up in close range when you can't blast from afar.

Advancement: Psionic advancing classes are best, especially those which expand your options.

Dreamers in the World
"Its the stuff dreams are made of."

Daily Life: Many dreamers suffer from narcolepsy or sleep most of the day out of laziness, enjoyment, or literally getting lost in their own dreams. Some say they start having trouble determining which is the dream, and which is real.

Notables: They say those who fall within the deepest of deep sleeps end up meeting a mysterious figure known as Alice. Whatever you do, do not interact with her, for if you allow her into your dreams, you will never wake again.

Organizations: Dreams do not organize, and their collection is lose at best. They are strongest in Eberron, dealing with the Dreaming Dark.

NPC Reactions: Few care to bother the difference between a psion and a particularly sleepy psion.

Dreamer Lore
Characters with ranks in Knowledge Psionics can research dreamers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Dreamers in the Game
Adaptation: The unreal nature of the plane of dreams also fits well for the fluff for the plane of shadows.

Sample Encounter: The PC's dreams are haunted by the same figure, which draws them closer and closer to the same location. Within these haunted halls, the truth behind the visions of the eternally sleeping psion may be found.

EL 10: PENDING.