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Dream Lord (3.5e Prestige Class)

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[[File:Mansarali.jpg|thumb|right|475px|A lord of dreams pulling in its victimssubjects.]]
==Lord of Dreams==
===Becoming a Lord of Dreams===
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 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]], [[Bishop (3.5e Class)|Bishop]], and [[SRD:Assassin|Assassin]] are also solid classes to have levels in before taking this prestige class. Some lord of dreams 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 of dream, 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"
|-
! Skills:
| 10 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 Skill|perform]]; and 5 ranks in [[SRD:Knowledge Skill|knowledge]] (Arcanaarcana).
|-
! Spellcasting:
===Class Features===
'''Weapon and Armor Proficiency:''' Lord of dreams 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|Spells}}:''' A lord casts arcane spells, which are drawn from the '''[[/Lord Spell List|lord 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).
|}
'''{{Anchor|Craft (Sedative)}} ([[Ex]]):''' A lord becomes learned in the many manners to medically induce sleep. The below effects force sleep with greater intensity than most are able to; this <big><span style="color:Green; ">allows one a lord 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). </span></big> However, creatures that are normally immune have a +5 bonus to their Will saves to resist a sedative. Sedatives require very detailed knowledge to use, thus non-lords 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).
''{{Anchor|Sleep Incense}}:'' With 100gp of alchemistical gear and 15 minutes of work, a lord 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 lord is immune to the incense. It takes a move action to light the incense.
''{{Anchor|Sleep Pill}}:'' At 5th level, with 1600gp of alchemistical gear and four hours of work, a lord 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|Sending}}:''' A lord’s keystone abilities relate to manipulating dreams. A lord-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 lord, and the lord 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 lord’s opposed Will save after casting. A sending may be done only once per day.
 
<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; however, mindless creatures are ''still'' immune to sendings even when sedated.</span></big>
 
For details on the logistics of sendings, see [[#Into the Dream|into the dream]] below.
'''{{Anchor|Modifier Alterations}}:''' A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves; Wisdom still modifies Will, but at half strength (rounded down). A lord also has a minor mental control over their bodies, giving a bonus to their concentration checks equal to half their Wisdom modifier (rounded down).
The crown is rather fragile, with a hardness of 5 and 15 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 Visions}} ([[Su]]):''' At 3rd level, 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 DC (scores found on [[#Into Creating the DreamSending|into the dreamSet Up]] (see below) multiplied by three) to call creatures or objects. 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 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; each minute after, a lord must beat a (DC 10+2/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+3/minute after) to sustain; and they have a “friendly” disposition to the lord, but are not in fact under the lord’s control.
'''{{Anchor|Throne of Dreams}} ([[Ex]]):''' After further study, and a few experiments with their crown, a lord learns how to manufacture a throne of dreams. To make a throne a lord needs 80,000gp of clockwork and rare chemicals, and a week’s worth of work inside a machine shop. Each throne is thoroughly unique and can only be used by the one who makes it. The throne has a hardness of 10, 1800 hit points and weighs 25 pounds. The lord chooses its shape at 5th level; this cannot be changed once chosen. The throne only appears when the lord wishes it (making it unnecessary for a barbarian or horse to always carry it around). It takes a full-round action to materialize or dematerialize the throne.
'''{{Anchor|Blessing of Greater Power}} ([[Su]]):''' A greater entity that has seen the services rendered by the lord to preserve the entity’s alignment, imparts a drink of inspiration to the lord, 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 lord, 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.
==Into the DreamSending==A lord’s keystone abilities relate to manipulating dreams. A lord-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 lord, and the lord 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 lord’s opposed Will save after casting. A sending may be done twice per day.
{{quote|Infect the hearts and minds of others and you will <big><span style="color:Green; ">While most lords use sendings to find allies, stow confusion, or turn your enemies into friends, some lords are inclined to cast sendings on their own party members. |orig=[[Valentine (3.5e NPC)|Valentine]]Should a lord wish to do so, [[Mahaari (3.5e Race)|Mahaari]] Lord of Dreams}} A they can never create a sending can be broken down that only involves other players; they must always engage at least one NPC or plot-related character into two stages: 1) The Setup: creating the sending (this is when you set up the environment, features, and creatures of the sending) and Will save against so as to always include the subject(sGM); and 2) Within the Sending: turns within the sending.!</span></big>
<big><span style="colorA sending is broken down into two stages: 1) The Setup:Green; ">While most lords use sendings to find alliescreating the sending (this is when you set up the environment, stow confusionfeatures, or turn enemies, some lords are inclined to cast sendings on their own party members. Should a lord wish to do so, they can never create a and creatures of the sending that only involves other players) and Will save against the subject(s); they must always engage at least one NPC or plot-related character into and 2) Within the Sending: the turns inside the sending (so as to always include the GM)!</span></big>.
===The Setup===
To enter a sending, a lord first takes the penalty to their Will from the first stage (example: a lord 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 lord succeeds at the initial Will save, they may decide to add more subjects to the sending. To add subjects, the lord must succeed against the subjects’ Will, with 2 points added to the DC for every subject after the first. When the lord fails (or quits), the lord brings in all previous successes and begins the sending’s third stage.
<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; however, mindless creatures are ''still'' immune to sendings even when sedated. A lord 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>
===Within the Sending===
 
A sending is broken down into three parts (see below table for durations).
 
{| class="zebra d20"
|-
! rowspan="2" | Level || colspan="4" | Sending Duration (in minutes)
|-
!Part 1||Part 2||Part 3||Total
|-
|1st||4||4||4||12
|-
|2nd||8||8||8||24
|-
|3rd||12||12||12||36
|-
|4th||16||16||16||48
|-
|5th||20||20||20||60
|}
====Part 1: Players Turn====
A sending lasts for twelve minutes per class level, 1/3 in each part (4min in each at 1st, 8min at 2nd, etc.). Part 1 is composed of the subject’s actions, simply with an alternative GM. In Part 1, the lord may only engage other players when players have interacted with objects or creatures in the sending. After the second stage is complete it transfers to the lord’s turn.
====Part 2: Lord’s Turn====
Part 2 is the lord’s turn, with the same properties property at Part 1: duration of 1/3 total sending time; players can only engage when interacted with. A lord does not need to take on a form within the sending (acting through objects and creatures instead); yet, should the lord choose to take on a form, they also need not take their own – they additionally receive a +5 bonus to Buff and Disguise checks within the sending.
====Part 3: Resolution====
{{quote
|I know what you're thinking, I know how to twist Infect the hearts and minds of others and you and will turn you; but what I do not know is, why you fight backyour enemies into friends.|orig=Webster[[Valentine (3.5e NPC)|Valentine]], [[SRD:Planetouched—Aasimars Mahaari (3.5e Race)|AasimarMahaari]] Lord of Dreams
}}
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