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Dream Lord (3.5e Prestige Class)

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{{Help Wanted|Dream Mechanics}}
 
{{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.
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 the 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]], and [[Bishop Bewitcher (3.5e Class)|Bishop]], and [[SRD:Assassin|AssassinBewitcher]] are also solid classes to have levels in before taking this prestige class. Some 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]] or [[SRD:Assassin|Assassin]] after taking this class.
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|Training}}:'' For the purposes of flavor will mention training here. Only lords who have at least two levels in this class can train other lord. To retain a student: a lord must buy a crystal ball (worth 42learn,000 gold)prepare, which is used to teach the student; when the student reaches second levelor cast a spell, the lord gives the crystal ball to the student, then the student walks away! (From must have a player’s standpoint, training other lord is almost worthless[[SRD: the student leaves Charisma|Charisma]] score equal to at second least 10+spell level, you have to give . The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a substantial amount of gold to an NPC. There lord’s spell is also the concern with sharing the dream lord secret10+spell level+lord’s Charisma modifier.)
'''{{Anchor|Sending}} ([[Ex]]):''' A lord’s keystone abilities relate to manipulating dreams. At 2nd levelLike other spellcasters, 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. The GM selects form the below table the power level can cast only a certain number of the dream (1st, 2nd, or 3rd) based on the creativity spells of the sending that the player suggests (ieach spell level per day.e. the more creative the higher the power – but also gives GM control over strength). {| class="zebra d20"|+ Sending Power His base daily spell allotment is given on Table! Power || Will || Possible Suggestions|-| 1st || +1 || : The lord can change the subject’s attitude one step in a positive direction with regards to a singular individualDream Lord. Or can make a subject do a simple task immediately after waking.|-| 2nd In addition, he receives [[SRD:Ability Scores#Ability Modifiers|| +2 || The lord can change the subject’s attitude one step in a positive or negative direction with regards to a group (not exceeding 6 people). Or can make a subject do an average task sometime in the following bonus spells per day, but allows the subject to use judgment on when (in the day) the task ]] if he has the best chances.|-| 3rd || +4 || The lord can change the subjects attitude up to two steps in a positive or negative direction with regards to any organized group (no maximum size restrictions)high Charisma score. Or can completely reengineer the subjects alignment.|}
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 Unlike a [[SRD:Bard|bard]] or more). The above are permanent, but the spell ''[[SRD:Break EnchantmentSorcerer|break enchantmentsorcerer]]'' can dispel , a singular sending’s effects (if multiple sendings on a subject will need an equal lord may know any number of enchantments to turn spells. He must choose and prepare his spells ahead of time by getting a good night’s sleep and spending 1 hour studying her [[#spellbooks|spellbook]]. While studying, the subject back lord decides which spells to normal) only if the person casting break enchantment beats the lord’s opposed Will save after castingprepare.
<big><span style="color:Green; ">A sending '''can{{Anchor|Craft (Device)}} ([[Ex]]):''' affect most who are immune A dream lord has a few devices he can manifest to sleep effects or are sleeplessaid in finding and influencing dreamers. Each device: requires a full-round action to manifest, but another full-round action to use, is thoroughly unique (can only when under be used by the effects creator), and if outside of a sedative; however, mindless creatures are ''still'lord' immune to sendings even when sedateds possession for more than 24 hours dissipates into nothing. Creatures that are normally immune to sleep effects or are sleepless have A lord may manifest only one item at a +3 bonus to resisttime, but can do so an unlimited amount of times per day.</span></big>
The subject will remember with great clarity all that occurred within ''{{Anchor|Crystal of Dreams}} ([[Ex]]):'' At 1st level, a sendinglord can manifest a crystal ball, which permits him to ''[[SRD:Scrying|scry]]''.
'''{{Anchor|Crown of Dreams}} ([[Ex]]):''' After studying and experimenting with their master’s giftAt 3th level, a lord learns how to manufacture can manifest a crown of dreams. To make a The crown a lord needs 20,000gp of clockwork and rare chemicalsdreams allows its wearer to affect creatures who are normally immune to sleep or enchantment effects. However, and creatures who are normally immune have a day’s worth of work inside +4 bonus to resist. Creatures who are sleepless or without a lab wisdom or jewelry shop (has lots of tiny parts)charisma score remain immune. Each crown is thoroughly unique and can only be used by the one who makes it. 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 One cannot wear a sleeping creature that has been found with the Crystal of Dreams in the last year; 2) a lord cannot bring helmet nor have any other creatures or more than a medium load; and 3) magical head gear while wearing the lord is instantly transported back two hours later (one can teleport back prematurely)crown.
The crown is rather fragile''{{Anchor|Throne of Dreams}} ([[Ex]]):'' At 4th level, with can manifest a hardness throne of 5 and 15 hit pointsdreams. As noted aboveThe throne imparts an ability on the user that acts like the ''[[SRD:Teleport|teleport]]'' spell, a crown with the following changes: 1) can be a bit pricy only teleport to replace. Also, one cannot wear a helmet nor have any other magical head gear while wearing sleeping creature that has been found with the crownCrystal of Dreams; this decreases the AC bonus of all armor by one (and 2) can select anything within a 5' hemisphere to a minimum of 1teleport with; and 3)must be on the same plane as the sleeping creature.
'''{{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|Throne of Dreams}} ([[Ex]]):''' After further study, and a few experiments with their crownAt 4th level, a lord learns how can add his class level to manufacture a throne of dreamsall waking nightmare rolls. To make a throne a lord needs Additionally the monsters are 40,000gp of clockwork and rare chemicals, and a week’s worth of work inside a machine shop. Each throne is thoroughly unique % real and can only be used by under 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's control like an [[SRD:Druid's Animal Companion|animal companion]].
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'''{{Anchor|Feature Advancement}}:''' At 2nd, which the lord has given a sending to in the last six months. If the Immoral fails the opposed Will save3rd, they become cursed. After finding the Immoraland 4th levels, it takes one hour to complete the curse; if the a lord is interrupted during this time the lord must beat a DC 50 Will save to continue the process. The curse deals 1d6 temporary ability damage to one of their mental scores (lord’s choice), then 1d2 permanent to any score (Immoral’s choice), then has gains +1 effective class level for one of the following features applied:*Poetic Justice: the Immoral gains a social impedimentclasses he possessed before taking this class. This can range from: cannot lie, cannot speak directly (only grants all class feature benefits of having leveled in metaphor or rhyme), must always speak one’s mind – or for the darker sortsprevious class possibly including: can only lie (etc.increased caster level, talk to GM about what would be appropriate for your campaign). A social impediment must be something befitting the Immoral’s actionspells per day and spells known; an ironic lesson, if you will.*Mark of Pain: boring but effective, the lord selects an arm, leg, toe, finger, eye, or earfeats, 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; new features as though he gained a level in that class possibly granting new abilities he didn't have before like trackless step or if missing an arm, can only lose three fingers off it’s other hand (this feature does not remove thumbs)hide in plain sight.
The third part of a curse can be removed with an opposing dispel (''[[SRD:Dispel Chaos|chaos]]'', ''[[SRD:Dispel Evil|evil]]'', ''[[SRD:Dispel Good|good]]'', ''[[SRD:Dispel Law|law]]''), but only a ''[[SRD:Miracle|miracle]]'' or ''[[SRD:Wish|wish]]'' can remove the second roll of permanent ability damage. A lord may only curse one Immoral per day.  The throne can be teleported when using the crown; when doing sochoose, most restrictions in place of the crown apply, the exceptions being: 1) a lord may remain for up to eight hours; 2) the weight limit changes to a volume limit gaining features of: everything within a 5’ hemisphere; and 3) other creatures can be teleported with youprevious class, but they also teleport back after eight hours.  '''{{Anchor|Augmented Subtype}}:''' At 5th level, lord with 15 ranks in Knowledge (Arcana) to instead gain [[Dreamborn (3.5e Subtype)|dreamborn]] as an augmented subtype (only if they have the necessary ranks). 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 bonus [[Emerald Sun (3.5e Campaign Setting)SRD:Feats|Lovecraft Campaignfeat]].) ===Ex-Dream Lord=== There is no such thing as an ex-lord; once one goes down this road, they are forever marked.
'''{{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.
|}
 
==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 8th level wizard ranks into this class (by one level), 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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