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Dream Lord (3.5e Prestige Class)

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{{Help Wanted|Dream Mechanics}}
 
{{author
|author_name=Franken Kesey
|status=Fin
|editing=
|balance=Very High}}<div class="blank"> [[Length::6]][[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, Other|Class Abilityprogression=Other]][[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 Lords 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===
 
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.
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]], [[Kisalli (3.5e Race)|Kisalli]], [[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"{3.5e Prestige Class Prereqs|+ styleskills="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]] or [[SRD:Diplomacy Skill|diplomacy]]; and 5 ranks in [[SRD:Knowledge Skill|knowledge]] (arcana).|-! Spellcasting:| spellcasting=Must be able to cast one 3rd-level [[SRD:Compulsion Subschool|compulsion]] and one 3rd-level [[SRD:Illusion School|illusion]].|-! Feats:| feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in Concentration).|-! Special:| special=A trainee can be immune to sleep-effects, but cannot be sleepless.|-! Special:| special2=Training from a dream lord of at least 3rd level.|}}{{3.5e Class Simple{| classprestige="zebra d20"true|+ <div>{{Anchor|Table: The classname=Dream Lord}}</div><p>Hit Die: d4</p>|-! rowspanhitdie="2" | Level4! rowspan="2" | [[BAB|BAB]]! colspanlength="3" | [[SRD:Saving Throw|Saving Throws]]6! rowspan="2" | Special! rowspanbab="2" | SpellcastingPoor|-fort=Poor! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]ref=Poor|- will=Good|1st||+0||+0||+0||+specialhead1=rospan="2"{{!}}Spellcasting| classspecial1="left" | [[#Modifier Alterations|Modifier Alterations]], [[#Psychic Emissions|Psychic Emissions]]|{{!!}}[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |2nd||+1||+0 ||+0||+3| classspecial2="left" | [[#Sending|Sending]]|{{!!}}—|- |3rd||+1||+1||+1||+4| classspecial3="left" | [[#Waking Visions|Waking Visions]], [[#Crystal of Dreams|Crystal of Dreams]]|{{!!}}[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |4th||+2||+1||+1||+4| classspecial4="left" |[[#Crown of Dreams|Crown of Dreams]]|{{!!}}[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- |5th||+2||+1||+1||+5| classspecial5="left" |[[#Throne of Dreams|Throne of Dreams]]|{{!!}}—|- |6th||+3||+2||+2||+6| classspecial6="left" |[[#Augmented Subtype|Augmented Subtype]]|{{!!}}[[#+1 level of existing spellcasting class|+1 level of existing spellcasting class]]|- classskillpoints="noalt"6| colspanskills="7" 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}} , Knowledge ([[SRD:Charisma|Cha]]Arcana),{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana, History), Knowledge (Local), Knowledge (Nobility and royaltyRoyalty), Knowledge (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:''' 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 Alterations}}:''' A lord is more tempered to using charm over strict cunning, and thus uses Charisma to modify their Will saves and concentration checks. A lord also has improved mental stamina, giving a bonus to concentration checks and Will save equal to 1/2 class level (rounded down).
'''{{Anchor|Psychic Emissions}}:''' As a standard action a lord can emit a wave of psychic energy. The wave has: a radius of 30'+15' per class level (120' at 6th), requires a Will save to resist (DC 10+class level+Charisma modifier), last for 10 minutes per class level (60min at 6th), affects 6HD of creatures per class level (36HD at 6th), and a lord can only do one emission per class level total each day (6 at 6th).
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 2nd level, can can emit a wave of sleep. The subject(s) become [[SRD:Helpless|helpless]] while under the effect. If a subject(s) sustains more than five points of lethal damage, they awaken immediately, but are [[SRD:Fatigued|Fatigued]] for 1d4 rounds after.
'''{{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. A lord selects the challenge level of the sending below (1st-4th) based on what they want to do with the sending.
 {| {class="zebra d20"|+ Sending Power Table! Power || Modifier || Possible Suggestions
|-
| 1st || +1 || 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 one subject’s attitude one step in a positive or negative direction with regards to a group (3HD/class level). 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 a group's (3HD/class level) attitude up to two steps in a positive or negative direction with regards to another group (5HD/class level). Or can make a subject do a dynamic task sometime in the following week, but allows the subject to use judgment on when (in the week) the task has the best chances. Or can completely reengineer one subject's alignment (both axises).
|-
| 4th || +6 || The lord can change a group's (7HD/class level) attitude up to two steps in a positive or negative direction with regards to another group (10HD/class level). Or can make a subject do an extreme task sometime in the following month, but allows the subject to use judgment on when (in the month) the task has the best chances. Or can completely reengineer a groups alignment (5HD/class level).|}}
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 enchantment]]'' 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.
The subject will remember with great clarity all that occurred within a sending.
 
{{Sidebar|Example
:''Example:'' Valentine is a 6th level dream lord with Will modifier of +26, and constitution modifier of +40. He decides he wants to summon a [[SRD:Mimic|Mimic]](4CR), and two [[Quantum Tiger (3.5e Monster)|Quantum Tiger]]s(16CR), for total DC of 20. He rolls a 10, passing.}}
'''{{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 acts like a ''[[SRD:Summoning Subschool|summon]] [[SRD:Aberration Type|aberration]]'', except with a roll for power level. This take tremendous will; a lord must beat a Will save (DC=total creature CR) to call monsters. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d8 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 five minutes; each minute after, a lord must beat a (DC 10+3/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|Crystal of Dreams}} ([[Ex]]):'' At 3rd level, as a full-round action, a lord can manifest an unmodified [[SRD:Crystal Ball|crystal ball]], to aid in finding subjects (at no cost).
''{{Anchor|Crown of Dreams}} ([[Ex]]):'' At 4th level, can manifest a crown of dreams. 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; and 2) can select anything within a 5' hemisphere to teleport with; and 3) must be on the lord (and anything that went with) is instantly transported back six hours later (one can teleport back prematurely)same plane as the sleeping creature. The crown is rather fragile, with a hardness of 5 and 20 30 hit points. 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|Throne of Dreams}} ([[Ex]]):'' At 5th level, can manifest a throne of dreams. The throne imparts an ability to curse 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 to. If the Immoral fails the opposed Will save, they become cursed. After finding the Immoral, it takes 30 minutes to complete the curse; if the lord is interrupted during this time the lord must beat a DC 40 Will save to continue the process. The curse deals 1d6 temporary ability damage to one of their mental scores (lord’s choice), then 1d3 permanent to any score (Immoral’s choice), then has one of the following features applied:
*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 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 (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).
'''{{Anchor|Augmented Subtype}}:''' At 6th 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]].)
 
===Ex-Dream Lord===
 
There is no such thing as an ex-lord; once one goes down this road, they are forever marked.
 
===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 || class="left" | Dream Lords are very charming and diplomatic.
|-
| 16 || class="left" | Dream Lords can enter into other’s dreams.
|-
| 24 || class="left" | Dream Lords are Moral Warriors, redefining the principles of their enemies.
|-
| 32 || 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 6th level wizard ranks into this class (by four levels), 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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