Dreamer
From DevroWiki
Note - there are still some minor alterations I need to make to this class. SMC
| Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +0 | +0 | +0 | +2 | Spells, mind blade | 3 | -- | -- | -- | -- | -- | -- | -- | -- |
| 2nd | +1 | +0 | +0 | +3 | Sleep | 4 | -- | -- | -- | -- | -- | -- | -- | -- |
| 3rd | +2 | +1 | +1 | +3 | 5 | -- | -- | -- | -- | -- | -- | -- | -- | |
| 4th | +3 | +1 | +1 | +4 | +1 mind blade | 6 | 3 | -- | -- | -- | -- | -- | -- | -- |
| 5th | +3 | +1 | +1 | +4 | Free draw, shape mind blade | 6 | 4 | -- | -- | -- | -- | -- | -- | -- |
| 6th | +4 | +2 | +2 | +5 | Mind blade enhancement +1 | 6 | 5 | 3 | -- | -- | -- | -- | -- | -- |
| 7th | +5 | +2 | +2 | +5 | Additional spells | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- |
| 8th | +6/+1 | +2 | +2 | +6 | +2 mind blade | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- |
| 9th | +6/+1 | +3 | +3 | +6 | Improved sleep | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- |
| 10th | +7/+2 | +3 | +3 | +7 | Mind blade enhancement +2 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- |
| 11th | +8/+3 | +3 | +3 | +7 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | |
| 12th | +9/+4 | +4 | +4 | +8 | +3 mind blade | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- |
| 13th | +9/+4 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | |
| 14th | +10/+5 | +4 | +4 | +9 | Mind blade enhancement +3 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- |
| 15th | +11/+6/+1 | +5 | +5 | +9 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | |
| 16th | +12/+7/+2 | +5 | +5 | +10 | +4 mind blade, Greater sleep | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- |
| 17th | +12/+7/+2 | +5 | +5 | +10 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | |
| 18th | +13/+8/+3 | +6 | +6 | +11 | Mind blade enhancement +4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19th | +14/+9/+4 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
| 20th | +15/+10/+5 | +6 | +6 | +12 | +5 mind blade | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
Restriction: Raen only.
Alignment: Any.
Hit Die: d4.
Class Skills: The dreamer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), and Profession (Wis).
Skill Points at 1st Level: (2 + Int modifier) ×4.
Skill Points at Each Additional Level: 2 + Int modifier.
Class Features: All of the following are class features of the mage.
Weapon and Armor Proficiency: Dreamers are proficient with all simple weapons and with their own mind blades. They gain no proficiency with armor or shields.
Spells: A dreamer utilizes dream powers. These powers are neither arcane, divine, nor nature magic; as all powers derives from the Essence, they do qualify as Essence magic and can be countered by wilders using dispel-type magic. He can use any power he knows without preparing it ahead of time as a wizard or a cleric must.
To use a dream power, a Dreamer must have a Charisma score equal to at least 10 + the power level. The Difficulty Class for a saving through against a dreamer’s power is 10 + power level + the dreamer’s Charisma modifier.
Like spellcasters, a dreamer may utilize only a certain number of powers of each level per day. His base daily power allotment is as per the sorcerer on Table 3-16: The Sorcerer, except that dreamers do not have any level zero powers. In addition, he receives bonus powers per day if he has a high Charisma score.
A dreamer’s selection of powers is extremely limited. A first level dreamer has access to spells on the Dream domain, as well as two other domains drawn from the following list: Charm, Creation, Darkness, Hatred, Illusion, Knowledge, Madness, Mentalism, Mind, Trickery, Wrath.
Mind Blade (Su): As a move action, a dreamer can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium dreamer materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/×2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade’s damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a dreamer can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A dreamer can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A dreamer’s mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where magical effects do not normally function (such as within an anti-magic field), a dreamer can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the dreamer maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the dreamer can attempt a new Will save to rematerialize his mind blade while he remains within the magic negating effect.
Sleep (Su): Dreamers possess the ability to induce sleep in other creatures. Starting at 2nd level, a dreamer may attempt to put any target to sleep with whom he can make eye contact. This power requires a standard action, and functions as a gaze attack with a range of ‘close.’ This power does not affect creatures who possess more hit dice than the dreamer has class levels. Once eye contact is established, the dreamer and the target enter a contested Charisma check – the target rolls 1d20 + his Charisma modifier + any bonuses that would effect saving throws, while the dreamer rolls 1d20 + his Charisma modifier + his dreamer class level. Creatures immune to sleep effects are immune to this power.
Free Draw (Su): At 5th level, a dreamer becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.
Shape Mind Blade (Su): At 5th level, a dreamer gains the ability to change the form of his mind blade. As a full-round action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a dreamer shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1½ times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a dreamer can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the dreamer would otherwise create with a single mind blade.
Mind Blade Enhancement (Su): At 6th level, a dreamer gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a dreamer can add to his weapon improves to +2, +3, and +4, respectively. A dreamer can choose any combination of weapon special abilities that does not exceed the total allowed by the dreamer’s level.
| Weapon Special Ability | Enhancement Bonus Value |
|---|---|
| Defending | +1 |
| Keen | +1 |
| Lucky | +1 |
| Mighty cleaving | +1 |
| Psychokinetic1 | +1 |
| Sundering1 | +1 |
| Vicious | +1 |
| Collision1 | +2 |
| Mindcrusher1 | +2 |
| Psychokinetic burst1 | +2 |
| Suppression1 | +2 |
| Wounding | +2 |
| Bodyfeeder1 | +3 |
| Mindfeeder1 | +3 |
| Soulbreaker1 | +3 |
The weapon ability or abilities remain the same every time the dreamer materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.
A dreamer can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the dreamer.
Additional Spells: At 7th level, a dreamer gains access to an additional domain from the above list.
Improved Sleep (Su): At 9th level, a dreamer's Sleep power may now be used at ‘medium’ range, and even creatures that are immune to sleep effects can be effected, but they receive a +10 bonus.
Greater Sleep (Su): At 16th level, a dreamer's Sleep power no longer requires eye contact – the dreamer may use it on any creature within range.
