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{{author
|adopter=The-Marksman
|author_name=Franken Kesey
|date_created=707/23/12|status=Fin
|editing=
|balance=High}}<div class="blank"> [[Length::5]][[Minimum Level::7]][[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.
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]]. {| class="d20 dragon monstats" cellspacing="0" cellpadding="0"{3.5e Prestige Class Prereqs|+ styleskills="font-size: larger; white-space: nowrap;" | Entry Requirements|-! Skills:| 10 8 ranks in [[SRD:Concentration Skill|concentration]], [[SRD:Craft Skill|craft]] (alchemy), and 4 ranks in either [[SRD:Bluff Skill|bluff]], or [[SRD:Diplomacy Skill|diplomacy]], [[SRD:Handle Animal Skill|handle animal]], or [[SRD:Perform Skill|perform]]; and 5 ranks in [[SRD:Knowledge Skill|knowledge]] (arcana).|-! Spellcasting:| spellcasting=Must be able to cast one 3rda 2nd-level [[SRD:Compulsion SubschoolIllusion School|compulsionillusion]] and one 3rd-level [[SRD:Illusion SchoolCompulsion Subschool|illusioncompulsion]].|-! Feats:| feats=[[SRD:Iron Will|Iron Will]], [[SRD:Skill Focus|Skill Focus]] (in a prerequisite skillConcentration).|-! Special:| special=A trainee can be immune to sleep-effects, but cannot be sleepless.|-! Special:| special2=Training from a dream lord of dreams of at least 2nd 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]]5! 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||+2| classspecialhead1=colspan="left5" | {{!}}[[#Aid AllyLord Spells|Aid Ally]], [[#Craft (Sedative)|Craft]] (Sedative), [[#Modifier Alterations|Modifier AlterationsSpells per Day]]|—|- |2nd||+specialhead2=1||+0 ||+0||+<sup>st</sup>{{!!}}2<sup>nd</sup>{{!!}}3<sup>rd</sup>{{!!}}4<sup>th</sup>{{!!}}5<sup>th</sup>| classspecial1="left" | [[#Crystal of Dreams|Crystal of Dreams]], {{!!}}3{{!!}}3{{!!}}2{{!!}}—{{!!}}—|special2=[[#SendingWaking Nightmares|SendingWaking Nightmares]]|, [[#+1 level of existing spellcasting classFeature Advancement|+1 level of existing spellcasting classExisting Features]]|- |3rd||+{{!!}}4{{!!}}3{{!!}}2{{!!}}1||+1||+1||+5{{!!}}—| classspecial3="left" | [[#Crown of Dreams|Crown of Dreams]], [[#Waking VisionsFeature Advancement|Waking Visions+1 Existing Features]]|{{!!}}4{{!!}}3{{!!}}3{{!!}}2{{!!}}—|- |4th||+2||+1||+1||+6| classspecial4="left" | [[#Throne of Dreams|Throne of Dreams]]|, [[#+1 level of existing spellcasting classFeature Advancement|+1 level of existing spellcasting classExisting Features]]|- |5th||+{{!!}}4{{!!}}4{{!!}}3{{!!}}2||+1||+{{!!}}1||+8| classspecial5="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]]), 4{{Property Link|Skill|SRD:Bluff Skill|Bluff!!}} ([[SRD:Charisma|Cha]]), 3{{Property Link|Skill|SRD:Concentration Skill|Concentration!!}} ([[SRD:Constitution|Con]]), 3{{Property Link!!}}2|Skillskillpoints=4|SRD:skills=Bluff, Concentration, 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:Hide, Intimidate Skill|Intimidate}} , Knowledge ([[SRD:Charisma|Cha]]Arcana),{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana, History, 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===
===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|Aid AllyLord Spells}}:''' As a standard action, a lord may aid an ally with a Concentration or Wisdom-based skill check. This grants a +2 bonus (improving to +4 at 4th level), and may be done once per day per class level (5/day at 5th). '''{{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 a lord to put creatures that are immune to sleep or are sleepless into a deep meditation</span></big> (casts arcane spells which is treated the same as sleep for the purposes of this page). However, creatures that are normally immune have a +3 bonus to their Fortitude saves to resist a sedative. Sedatives require very detailed knowledge to use, thus non-lords are rarely able to use them properly. After failure, drawn from the subject(s) do(es) not get to reroll, but an ally can negate with a heal check (DC 10+class level+Charisma modifier). If a subject sustains more than two points of lethal damage, they awaken immediately, but are [[SRD:Shaken|shaken]]. They may act normally the following round (i.e. no longer shaken). ''{{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 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. Will save (DC 10+class level+Charisma modifier) negates. ''{{Anchor|Sleep Tranquilizer}}:'' At 2nd level, with 200gp of alchemistical gear and 30 minutes of work, a lord may make a tranquilizer. The tranquilizer causes 20HD of creatures to fall asleep, on injury. The sleep lasts for 10 minutes per class level. A lord is immune to the tranquilizer. It takes a move action to add the tranquilizer to a weapon. Will save (DC 10+class level+Charisma modifier) negates. ''{{Anchor|Sleep Salve}}:'' At 3rd level, with 400gp of alchemistical gear and one hour of work, a lord may make a salve. The salve causes 30HD of creatures to fall asleep, on contact (can fling it, making it a 10’ cone splash attack). The sleep lasts for 15 minutes per class level. A lord is immune to the salve. It takes a move action to apply or fling the salve. Will save (DC 10+class level+Charisma modifier) negates. ''{{Anchor|Sleep Smoke}}:'' At 4th level, with 800gp of alchemistical gear and two hours of work, a lord may make a powerful smoke. The smoke causes 40HD of creatures to fall asleep, in a 30’ radius, on inhalation. The sleep lasts for 15 minutes per class level. A lord is immune to the smoke. It takes a full-round action to disperse the smoke. Will save (DC 10+class level+Charisma modifier) negates. ''{{Anchor/Lord Spell List|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, 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. Will save (DC 10+class level+Charisma modifier) negates. '''{{Anchor|Modifier Alterations}}:''' 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 to half their Wisdom modifier (rounded down). '''{{Anchor|+1 level of existing spellcasting class}}:''' At 2nd, 4th and 5th level, the lord gains new spells per day, 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 classlist]]. 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 A lord, they must decide to which [[SRD:Class|class]] to add the new level for purposes of determining choose and prepare his spells per day, spells known, and maximum spell level. '''{{Anchor|Crystal ahead of Dreams}} time ([[Ex]]see below):''' At 2nd level, a lord’s master gives them an unmodified [[SRD:Crystal Ball|crystal ball]], to aid in finding subjects (at no cost). If lost, the lord must buy another, at the normal cost. The crystal ball signifies that the lord no longer has a need for a master, and may start to train other lords.
'''{{Anchor|Waking VisionsNightmares}} ([[Su]]):''' At 3rd 2nd 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; acts like a ''[[SRD:Summoning Subschool|summon]]-[[SRD:Aberration Type|aberration]]'', except with a roll for power level. A lord can summon any number of aberrations, but must beat a Will save (DC (equal to total creature CR)x2) to call creatures. If a lord fails the save by more than 5, they themselves fall into a nightmare, receiving 2d10 2d6 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 minutesone minute; each minute after, a lord must beat a (DC 10+32/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|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
|-
| 9 || 5{{!!}}class="left" | Dream Lords are very charming and diplomatic.
|-
| 18 || 10{{!!}}class="left" | Dream Lords can enter into other’s dreams.
|-
| 27 || 15{{!!}}class="left" | Dream Lords are Moral Warriors, redefining the principles of their enemies.
|-
| 36 || 25{{!!}}class="left" | Specific info on a lord.
|}
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