d20 Adamant Entertainment Dreamscapes

January 17, 2018 | Author: kurage57 | Category: Dream, Gravity, Magic (Paranormal), Philosophical Science, Science
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Dreamscapes

The Definitive

Guide to Worlds Beyond Sleep

Lead Designer and Writer

Graphic Design and Layout

Joseph Miller

Gareth-Michael Skarka

Additional Design and Writing

Artwork

Tim Hitchcock

appears courtesy of Jupiter Media Corporation

Editor

Playtesters

Tim Hitchcock

Additional Design Concepts Adam Martin, Nathan Miller

J.R. Bluett, Joseph Browning, Brian Byers, Chris Clinkenbeard, Samuel Crecelius, Victoria French, Jason Fultz, James King, Adam Martin, Noah Nadeau, William E. May II, Michelle Muenzler, Chris Peterson, Eric Stark, Suzi Yee

ALL GAME TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT

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A Dream Within a Dream

“Take this kiss upon the brow! And, in parting from you now, Thus much let me avowYou are not wrong, who deem That my days have been a dream; Yet if hope has flown away In a night, or in a day, In a vision, or in none, Is it therefore the less gone? All that we see or seem Is but a dream within a dream. I stand amid the roar Of a surf-tormented shore, And I hold within my hand Grains of the golden sandHow few! yet how they creep Through my fingers to the deep, While I weep-while I weep! O God! can I not grasp Them with a tighter clasp? O God! can I not save One from the pitiless wave? Is all that we see or seem But a dream within a dream?” ––Edgar Allen Poe, A Dream Within A Dream Dreamscapes provides rules to help GMs create exotic and unique Dream Planes for their players to experience and explore. It presents a generic baseline of rules for designing and campaigning within a Dream Plane and is supplemented with a number of variants in order to allow GMs to accentuate whatever facet of the Dream Plane they prefer. It also considers a variety

of topics GMs should take into account when deciding upon what characteristics they want to portray in their particular version of a Dream Plane. There are many themes and concepts explored in this book all of which are meant to provide players and GMs with options rather than set-in-stone rules. One of the predominate themes of this book is the surrealistic quality of adventuring within a Dream Plane. Portraying surrealism can be a difficult task, especially to do so in a balanced manner, therefore a wide variety of options are presented to tailor the detail and labor required from GMs as they design their own Dream Planes. Players too will have to adjust to adventures in a Dream Plane. They will need to deal with strange predicaments and amazing environments, all the while exploring their own newfound abilities to do the improbable and even the seemingly impossible. Another facet of the surreal nature of a Dream Plane is the overt contrasts and subtle allusions that populate such a world. After all, dreams range from stark black and white episodes to colorful and confusing affairs, and GMs must have a deft eye to know when each is called for and when something in between is best. Using the guidelines set forth in the rest of this book GMs will discover a pool of possibilities that Dream Planes offer them. Such planes grant the power to bring more color, richness, and depth to campaigns through the exploration of the subconscious mind and its imaginings. This can be an exciting and daunting prospect for GMs, but well worth the sacrifice of time and energy when it brings expressions of wonderment or dread upon a player’s face as the world he thought he knew turns out to be a horse of a different color.

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What Dreams Lie Within? Dreamscapes is a book intended for people who wish to add a surrealistic quality to their fantasy roleplaying games with a minimum of new rules to read through and learn. This book expands upon the material presented within the PHB, DMG, and MM; from character races, classes, skills, feats, equipment, and spells to how to run a surrealistic campaign and what monsters might lurk within a Dream Plane. Experienced players and GMs will find the information laid out in a manner familiar to them, while beginners should have time to digest the rules and terminology within the PHB before attempting to add the rules found herein to their campaign. The flowing is a brief breakdown of what lies within the chapters of Dreamscapes:

Part I: Facets of the Dream Plane

Chapter 1––Sleep Hath Its Own World: Provides GMs a plethora of possible planar traits a Dream Plane might have and details the effects each trait has on both the inhabitants and lands of a Dream Plane. It also introduces six example Dream Planes for inspiration and quick use in adventures and campaigns. Finally, the Dream Point System is presented as the standard method of indicating and balancing a character’s ability to exaggerate their abilities in the Dream Plane and even influence the reality of the Dream Plane itself. Chapter 2––To Sleep! Perchance to Dream: Introduces the various types of dreamers that might be found within a Dream Plane and discusses issues from how dreamers enter or depart the plane to how they live or die in a dream. Each of the six example Dream Planes are also discussed here to give GMs an idea of how the various dreamer types work within specific Dream Planes. Standard templates for each dreamer type are also included for ease of use within a Dream Plane campaign that assumes the standard dreamer rules presented in this chapter. This chapter also includes information on the standard racial dream traits and surreal class features, which are used to embellish characters within a Dream Plane. At the end of the chapter is a section of alternative racial dream traits and surreal class features GMs can use if they are not using the Dream Point System. Chapter 3––Why Not?: Details the new and incredible dream uses for skills that allow for everything from balancing on thin air to swimming up a waterfall. It describes the dream benefits a character gains when he has access to a particular feat within the Dream Plane. Dream items are also discussed from what they are made of to their symbolism. Interspersed throughout each section are new skills, feats, and equipment made specifically for use in a dream-based campaign, thus allowing GMs and players to create characters that are more focused on adventuring in the Dream Plane. Chapter 4––Boldness has Genius: Contains information upon how magic and magic items might be affected or altered within a Dream Plane. It presents a number of possible dream spells that characters might be able to use while in a dream world and includes information on spell templates and how they interact with spellcasting in the Dream Plane. This chapter also delves into the question of whether intelligent items dream and provides a number of 4 new dream-oriented magic items for use in the Dream Plane.

Appendices:

Appendix A—Monsters under the Bed: Contains guidelines for altering and creating monsters for a Dream Plane. Appendix B–– Alternative Dream Abilities: This appendix provides GMs with alternative rules for racial dream traits, surreal class features, skills, and feats that are not based upon the Dream Point System.

Adventuring in Dreams The rules presented within this tome allow for a variety of adventures from a complex and surreal campaign to a simple side-trek into a stereotypical dungeon with melodramatic villains and damsel in distress. Dream adventures can be anything a GM wants them to be. They can range from simple black and white episodes of good versus evil to devious affairs in which nothing and no one is as it seems. The effects of an adventure within a Dream Plane can be as contained or far-reaching as a GM desires, depending upon what planar and dreamer traits they choose. What one does within a dream may have no ramification upon the real world, but if a GM so chooses it can have an immanent effect. The possibilities for adventure in a Dream Plane are bounded only by a GMs imagination. As will be seen throughout Dreamscapes, adventures within the Dream Plane allow both martial and non-martial characters to make significant contributions. Races, classes, skills, and feats are all given additional abilities within the Dream Plane and as such they can result in fantastic conclusions to most any combat or non-combat encounter.

Sleep Hath Its Own World

“Our life is two-fold: Sleep hath its own world, A boundary between the things misnamed Death and existence: Sleep hath its own world, And a wide realm of wild reality, And dreams in their development have breath, And tears, and tortures, and the touch of joy; They leave a weight upon our waking thoughts, They take a weight from off our waking toils, They do divide our being; they become A portion of ourselves as of time, And look like heralds of eternity; They pass like spirits of the past––they speak Like sybils of the future; they have power–– The tyranny of pleasure and of pain; They make us what we were not––what they will, And shake us with the vision that’s gone by, The dread of vanished shadows––Are they so? Is not the past all shadow?––What are they? Creations of the mind? ––The mind can make Substance, and people planets of its own With beings brighter than have been, and give A breath to forms which can outlive all flesh. I would recall a vision I dreamed Perchance in sleep––for in itself a thought, A slumbering thought, is capable of years, And curdles a long life into one hour.” ––Lord Byron, The Dream. The conception of a Dream Plane can be as varied as the stars and to attempt to encapsulate all the possible permutations within this tome would be folly, but what can be done is a elucidation

of a variety of overarching traits that a Dream Plane might have as they relate to the planar rules set forth within the DMG (see Adventuring in Other Planes). As such the following chapter will discuss in detail the consequences and effects each particular planar trait might have on a Dream Plane and its natives. By the end of the chapter GMs should have a working understanding of the planar characteristics a Dream Plane might possess and the implications of those traits. Accordingly, GMs should be able to customize the Dream Planes they create to fit their own interpretation of what characteristics such a plane would have.

What Type of Plane? There are five types of planes presented in the DMG: the Material Plane, Transitive Planes, the Inner Planes, the Outer Planes, and the Demiplanes. Of these planar types the Material Plane can be disregarded since the Dream Plane most definitely deviates from this standard reality that is represented by the Material Plane’s planar traits. This leaves us with four possible planar types to consider.

Transitive The Dream Plane is a conduit for traveling to other planes. The two primary categories for transitive planes are encompassing and coexistent. An encompassing plane shares its borders with every known plane consequently becoming a pathway to anywhere 5 in the cosmos. Coexistent planes are two planes that simply overlap each other facilitating travel

between them. If the Dream Plane is designated as an encompassing transitive plane then it becomes a useful means of travel throughout the cosmos. The Dream Plane might exist in tandem with the Astral Plane or instead of it, but in either case it should be a distinctly different plane. Whereas the Astral Plane is a great, endless, and nearly empty sphere of clear silvery sky, the Dream Plane should be a great, endless, and always teeming sphere of untamed activity. What a marvelous contrast it would be if both the Astral Plane and Dream Plane paralleled with each other and planar travelers could choose between the safe, but usually uninteresting Astral Plane or the ever excitable Dream Plane when they decide to travel beyond their home worlds. The Dream Plane could also imitate the planes it touches upon so areas near the Elemental Plane of Fire would have fiery themes and images, while the regions near the Material Plane might have a more worldly tone to them. If on the other hand, the Dream Plane is a coexistent transitive plane, then it becomes useful as a means of travel within the plane it coexists and any planes with which it is coterminous. The most likely candidate for coexistence with a Dream Plane would be the Material Plane, though it is certainly possible for the Dream Plane to overlap or be coterminous with other planes. If the Dream Plane coexists with the Material Plane, then it needs to be decided whether its natives and landscape reflect the Material Plane or not. Another decision to make is whether those upon the Dream Plane can see into the Material Plane and if so what they see. Is the Dream Plane just like the Ethereal Plane, where things in the Material Plane appear muted and indistinct, colors blurring into each other and edges turning fuzzy, or do those within the Dream Plane see murkier or clearer representation of people and objects in the Material Plane? What about those on the Material Plane, can they see into the Dream Plane and if so when and how? Another issue that needs covering is whether or not creatures native to the Dream Plane can enter the Material Plane at will, through some ritual, via a spell, or by chance. If they can enter the Material Plane do they do so in a corporeal, quasi-real, or incorporeal form? Can people in the Material Plane enter the Dream Plane by any of the above means? Finally, it must be decided if objects can be brought into and out of the Dream Plane and by what means, would it be similar to how the Plane of Shadow works, where quasi-real creatures and objects can be summoned from it into the real world or should the stuff of dreams stay just that and have no place in the Material Plane.

Inner Plane The Dream Plane is one of the foundation stones of the universe along with the other elements within the Inner Plane. The most likely candidate for the Dream Plane to represent would be the sphere of the soul, a place of both intellect and spirit. It would be a plane of forms and allegory, a place where ideas and concepts, and the essence of emotions would take form and live and breathe. It would be a spirit realm where the animating forces of the cosmos would reside. A Dream Plane in this vein might be the origin of all life forces, which would filter out into the other planes a place where 6 one could meet the unborn and unrealized as well as what is and always has been. Such a Dream Plane would perhaps present those who

visited it, either in their dreams or in person, a foreshadowing of the future or a hint to an enigma that has some bearing upon the Material Plane. As an Inner Plane, the Dream Plane would have a more elemental theme in the portrayal of its planar qualities and natives. As a basic building block of the cosmos there would probably be a number of spells using it as a key element and descriptor, similar to the way spell descriptors are used to represent elemental planes in the PHB. A Dream clerical domain made up of a selection of dream-based spells would also be warranted due to the elemental nature of the Dream Plane and an example of such is provided in Chapter 4.

Outer Plane The Dream Plane as an aligned plane and final resting place of some souls from the Material Plane. The most likely alignments for such a Dream Plane would be chaotic or neutral. A chaotic Dream Plane would be a constantly shifting plane where what exists one minute might not in the next, and where magic and thought can cause the world to change in wild and erratic ways. Chaotic and shapeshifting creatures would probably be common inhabitants or it might be the final resting place for fey and elves. A neutral Dream Plane would be slightly more stable and predictable, only influenced by lucid minds and perhaps spells from particular schools. Such a plane would be more hospitable to creatures of all types. It could be a place where visionaries and dreamers rule and find there home in the afterlife. Though less likely, the Dream Plane could have inclinations toward good or evil, though such a place would be more idyllic or dreadful depending upon which alignment it is associated with. A good Dream Plane would be a wondrous and wonderful world where one’s soul is constantly uplifted and engendered with peace, whereas an evil Dream Plane would be dark and ominous, crushing the spirits of those who enter it through constant trial and tribulation. The former could be a heavenly residence and reward for good people, while the latter might be a hellish plane where evildoers are tormented for eternity. Another option regarding an outer plane would be to create a layered Dream Plane with each alignment represented, even a lawful level. This allows one to present a singular Dream Plane where all creatures could come in their dreams or afterlives and participate in a plane divided. Skirmishes and conflict, both open and secret might occasionally or constantly erupt between the each layer of the Dream Plane with various organizations seeking its control.

Demiplane The Dream Plane as a finite and less accessible demiplane presents many options for exploration. Demiplanes can range from only a few hundred feet across, to as large as a world. Also due to their unique character, demiplanes are typically more difficult to discover through planar travel as they are not or cannot be mapped in the normal depictions of the known cosmos. Arrival in a demiplane is instead dependent upon meeting a specific condition or conditions. In light of these traits, a Dream Demiplane could be as large or small as desired, and the conditions to arrive might be as simple as falling asleep or as difficult as requiring a intricate ritual at a certain time of the

year or a particular place. The easier it is to enter into the Dream Demiplane, the more creatures will be present and larger the Dream Demiplane should be. If secret knowledge is needed to enter the Dream Demiplane, who possesses and protects it? If the method of entry into the Dream Demiplane is only known to a select few, then the Dream Demiplane may be smaller and reflect the vision and desires of its native inhabitants. Another important aspect of a demiplane to consider is who or what created it in the first place? Has it always been a part of the cosmos? Was a deity responsible for the formation of the Dream Demiplane? If so, does the deity reside within and influence the Dream Demiplane, simply watch over it for amusement, or have some other purpose in mind? Is it a place where the deity’s followers can gather? What if the Dream Demiplane was created by magic? Is it a place of study and refuge for a particular wizard, a wizarding university, or conclave, or has its creator long since passed from the cosmos leaving the world to its own designs?

Which Planar Traits? There are four standard types of planar traits: physical, elemental and energy, alignment, and magic. The following sections feature a discussion of specific planar traits and provides suggestions as to which are best used to portray a Dream Plane.

Physical Traits The three most important natural laws, in regards to depicting a Dream Plane, are how does gravity work, how does time pass, and how easily is reality altered? Of lesser importance is the question of the size and shape of a Dream Plane as most Dream Planes will be infinite in regards to this planar trait.

Gravity:

Normal gravity is the most practical type of gravity that could be present in a Dream Plane, though bendable gravity allows for many of the surreal movements one might expect in a dream without complicating things too much. Completely subjective or subjective directional gravities are possibilities, but both traits would be quite difficult to describe and adventure in, requiring more deliberation and work on the part of both GMs and players. Other types of gravity would be less likely to dominate a Dream Plane, though there might be pockets of gravitational variance throughout the dream. Heavy gravity would have its place in nightmarish areas of a Dream Plane, while light, objective directional, and no gravity zones would be found in more fantastic areas of the dream. There would be no change to the populace and landscapes of a Dream Plane with normal gravity, but a world with the bendable or subjective gravity traits would have fantastic and bizarre structures, especially if each object had its own independent gravitational orientation. Perhaps natives of such a Dream Plane would find it completely normal to walk sideways or upside down and build structures without a thought to the concept of a preset gravity. Topsy-turvy staircases and upside down buildings would be possible in a Dream Plane where objects have independent gravitational direction. A bendable or subjective Dream Plane would also affect the climate of the world with rain

“falling” sideways, clouds forming along the ground instead of the sky, or the sun marching across the firmament, which lays beneath one’s feet. Heavy gravity would result in squat and sturdy dwellings and denizens, whereas light gravity would allow for lofty and lithe creations and creatures. No gravity would result in physically weaker creatures, as strength would become unnecessary in many respects and also result in the construction of structures far beyond what can built in areas with even light gravity. Finally, objective directional gravity would orient the inhabitants and structures of the world to a completely different concept of down and provide for some interesting notions from its populace as well as present novel problems and innovative solutions created by this different, but predictable orientation of gravity. Recommendation: Normal, bendable, or completely subjective gravity.

New Gravity Traits Bendable Gravity: A plane with this trait appears to have normal gravity, but characters able to make a successful Wisdom check (DC 16) can set a new type of gravity as a free action. This change last for one round and may be maintained by concentration each round thereafter without the need for additional Wisdom checks. Completely Subjective Gravity: This type of gravity is similar to subjective directional gravity, except characters can determine what type of gravity and (if any) what direction is “down.” It takes a successful Wisdom check (DC 16 to set a new type of gravity or direction as a free action; this check can be made once per round. Any character that fails this Wisdom check receives a +6 bonus on subsequent checks until he succeeds. When a character creates an item in a plane with completely subjective gravity the object is considered to have the same gravity type and direction as the creator did at the time of the item’s creation. This item’s inherent gravitational trait can be changed at a later time, but requires physical contact with the object and a Wisdom check (DC 16) to set a new gravity type or direction. This check can be made once per round as a full-round action. A character that fails the Wisdom check to change an item’s gravitational trait receives no bonus to subsequent checks.

Time:

Time is an area where a Dream Plane has a plethora of potentials with which to play. Normal time is entirely appropriate for a Dream Plane and is easy to deal with, but equally valid are other time traits. The timeless trait would be fine for any type of Dream Plane, although it is recommended to use the Astral Plane’s approach to the timeless trait where time does not retroactively affect the character once he has left. An alternative to the timeless trait would be to use the ageless or determinable timeless traits, which are similar in concept to the timeless trait, but distinct in effect. Flowing and erratic time are also attractive possibilities and would be quite useable in a Dream Plane setting, the former keeps things simple for GMs and players to keep track of, whereas the latter provides for some interesting potential when a group of adventurers 7 arrive back home from a campaign in a Dream Plane. Last but not least, cyclical time can be a

great boon to GMs as it creates a fast paced feel to the campaign, as the constant replenishment of abilities allows characters to push farther and faster than they would be able to do elsewhere. This also creates situations where encounters near the end of the cycle encourage characters to resolve a pressing encounter before they must face a refreshed enemy, or vice versa, to fight a delaying action in hopes of replenishing themselves at the turning of the cycle. Whether a Dream Plane has normal, flowing, or erratic time would make little difference to the world’s denizens at least until they begin to experience other planes. An ageless or timeless Dream Plane would engender prudence and forethought in its natives. In addition the timeless trait would cause other notable effects. There would be no biological drive for predators to seek out flesh, no need to toil in the dirt for sustenance, nor would there be skirmishes over food or water supplies. Such a Dream Plane would have more time for leisure and contemplation, and as a result lend itself to more intellectual and spiritual pursuits. The battles and wars of such a world would be based less upon tangible resources, and more over the hearts and minds of men. Finally, as a side effect of the inability to heal naturally, those with the capacity to heal magically might garner more respect and power in a timeless Dream Plane. The determinable timeless trait would make “growing older” a personal decision and lead to an abundance of inhabitants who appear young, but are quite learned and experienced in the world. In such a plane old age might be a sign of an individual’s status in society undertaken in solemn ceremony or it could be so alien a concept that very few natives know what an elderly creature looks like let alone want to undergo its effects. Finally, in a plane with cyclical time the inhabitants will be used to the constant renewal of their abilities and refreshing of their bodies resulting in a culture that lends itself to a fast-paced life, full of constant change and the exploration of one’s surroundings and oneself. Recommendation: Any.

New Time Traits Ageless: Same as the timeless trait, except it only affects aging and does not result in retroactive aging once one leaves the plane. This means characters would still experience hunger, thirst, the effects of poison, and healing while on a plane with this trait, but not aging effects. Cyclical Time: This planar trait sets an interval of time at which all a characters renew themselves. This cycle can be anything from one hour to eight hours and is meant to represent the sleeping or rest cycles, depending upon the length of time chosen, of most creatures. The last minute of each cycle is known as the turning. The turning of a cycle can have a number of effects, which are listed below as examples. Healing: Creatures heal lethal, nonlethal, and ability damage as if they have had a full day’s worth of rest. Dream Points: Creatures regain all their dream points, if using the Dream Point System. In addition, any non-permanent dream point effect has its duration end from the dream actions of skills to the dream benefits of feats. Racial and Class Features Renewed: 8 Creatures regain used racial traits and class features, including expended spell slots. Preparing Spells: Creatures with spell slots

may prepare them during the turning. Wizards and those casters that need spellbooks must have the spellbook upon their person at the turning of the cycle in order to prepare spells, unless they have spell mastery. Determinable Timeless: Within a plane with this trait a character can choose whether they are affected by timeless trait in regards to hunger, thirst, aging, the effects of poison, and natural healing. This choice is made when a character first arrives in the plane or for natives at the age of reason, though it can be changed later with a Wisdom check (DC 16). This check can be made once per round as a free action. Any character that fails this Wisdom check receives a +6 bonus on subsequent checks until he succeeds. If one leaves the plane they choose whether they experience some or all of the conditions suppressed by this trait.

Shape and Size:

Most Dream Planes are infinite in size and shape, though a Dream Demiplane would be finite in size and therefore have a definable shape, perhaps even a self-contained shape. A Dream Demiplane could also have one of the shifting traits, imparting an effectively surreal quality to its size and shape. Natives of an infinite Dream Plane would likely have a sense of unfettered prospects for the future and possibilities for experience, whereas those of a finite plane would be more experienced with the concept of boundaries and the dangers of pushing past them. As for a finite Dream Plane, a spherical shape would have the feel of a normal planet with horizons sparking the imagination and warning that “here be dragons”, whereas a hollowed out sphere, where natives live upon the inside of the world, establishes a different attitude about other cultures and exploration. Upon such a plane, one can see landmarks and cities far beyond them; there are no horizons to hide one’s destination and, as such, exploration would be less a search for the unknown and more a voyage to places seen, but never experienced. So too, there might be a kinship that forms in such worlds with races feeling closer together than upon a world with horizons and able to see the large-scale tragedies that occur around the world. It is possible that instead of stars in the sky one would see the lights of far off cities in the night, of course that is assuming there is a night as it can be wondered whether such a plane would have a sun hanging at the core of the sphere casting light to all realms all the time, unless of course the sun fluctuates in size and thus luminosity. A cube shape provides a similar outlook as a sphere, though those who experience the edge of such a plane might find the encounter slightly unsettling as they step off of a seeming cliff and strangely onto the other side. A torus shape presents its natives with both strange horizons and the ability to see other regions of the world creating an interesting mixture of some of the above notions. A predictable shifting plane engenders within its natives an awareness of the orderly passage of time and though it might sound strange, the inhabitants of such a world would grow quite used to the changes and might even plan their journeys around them. After all, if a plane shrinks in size at regular intervals, it would make much more sense to travel during those times as one’s destination is essentially closer than it was before. A Dream Plane that changes its shape at reliable times also presents a similar consideration for natives and perhaps a belief in the purpose of the change with rituals taking place only when the

world is a certain shape. An erratic shifting Dream plane would be a chaotic place to explore offering endless possibilities in an ever-changing plane and its natives might see exploration as fruitless since little true knowledge is ever gained and foster wariness of the world. Alternatively, they could see the everchanging world as a great and endless opportunity to prove their worth and uncover the unknown in a spirit of adventure and daring. Recommendation: Infinite for non-demiplanes and finite or self-contained for a demiplane.

New Shape and Size Traits Predictable Shifting: A predictable shifting plane is a finite or self-contained plane that changes its shape and size at regular intervals. When creating a predicable shifting plane one should come up with a schedule according to which the plane changes. This can be anything from an hourly, daily, weekly, monthly, or even yearly timetable during which the shifting takes place. Changes in size and shape can be predictable as well with a kind of calendar of shifts mapping them out annually. The following is provided as an example for a self-contained shape plane with the predicable shifting trait.

Table 1.1: Predictable Shifting Time

Shape and Size

1st hour 5th hour 9th hour 13th hour 17th hour 21st hour

Large spherical Medium spherical Small spherical Small cube Medium cube Large cube

Erratic Shifting: An erratic shifting plane is a finite or selfcontained plane that changes its shape and size in unpredictable ways or at irregular intervals. When creating an erratic shifting plane one should decide if there is a regular time at which the shift happens or if it happens without concern to time. The following is provided as an example for a finite plane with the erratic shifting trait.

Table 1.2: Erratic Shifting D%

Shape and Size (every day)

1-25 26-30 31-55 56-70 71-95 96-100

Shrink Change shape, shrink size No change Change shape, same size Enlarge Change shape, enlarge size

Morphic Traits:

Rather than applying the alterable morphic traits that are commonplace in most planes, the surreal nature of the Dream Plane is best illustrated using highly morphic and active morphic traits. If the Dream Plane is an Outer Plane, the divinely morphic trait might be more appropriate. The magically morphic trait might work for a coexistent transitive Dream Plane similar to the Shadow Plane, where dreams, like shadow illusions have real effects. The static trait could be a possibility for a Dream Plane if one prefers a world where adventurers can have very little effect, especially if its a transitive plane mainly used for transportation. A slightly different take on the static traits is to limit its effectiveness to specific creatures, objects, or groups of individuals. This allows adventurers to have greater influence over a Dream Plane, but still limits what can be changed in the world. The sentient trait is a distinct possibility for use in a Dream Plane, but requires special consideration and extra effort on the part of GMs to make it work. Last but not least, one can make an entwined Dream Plane, which coexists and can affect the Material Plane and vice versa, though this might cause the Material Plane to become more surreal as a side effect, something GMs may wish to leave to the Dream Plane. A highly morphic Dream Plane that reacts to sentient thought would make for some interesting possibilities. Does the Dream Plane react to one’s every thought or are only certain thoughts realized within it? How does the world react to passing whim or fleeting desire? Could the various aspects of an individual’s personality become personified? After all, the Dream Plane’s responsiveness to sentient thought would determine the characteristics of its natives. An oversensitive Dream Plane might cause its inhabitants to be more guarded in their thoughts, as they may not wish to upset their surroundings with frivolous notions. If however, the Dream Plane is less responsive, then the feat of changing one’s environment becomes an act of will power where one must force the plane to conform to certain wishes. Such a Dream Plane would foster strong-willed natives firm in both their actions and beliefs, and perhaps even archetypical in their nature. Another possibility, represented in the activated morphic trait, is the belief that strength of character and force of personality might be the true driving forces behind the ability to change a Dream Plane’s environs. The natives of this Dream Plane would be poignant and colorful characters each with their own personal magnetism and influence over the events within the world. Epic enterprises and even larger egos would dominate and shape the landscape in the image of the most charismatic and passionate of the Dream Plane’s leaders. A static Dream Plane, on the other hand, would offer its natives little power over their world. Perhaps it fosters futility for those within it or, if it is an idyllic place, great joy in their unchanging paradise. It might also be the case that the natives themselves are simply part of the Dream Plane and unchangeable in their thoughts or actions. Such a plane would be eerie to outsiders who would see the world in action, but be unable to affect it or interact with it in any way. In a manner of speaking, they would be insubstantial to the Dream Plane. A limited static Dream Plane however, would offer both outsiders and natives the opportunity to influence the world 9 with recognizable limitations. If the objects of the world are static there would be no non-magical ability to construct things, as wood and stone

would be unaffected by axe or pick. In such a world those with the power to create resources would likely be given special treatment or positions of power. If, however, the natives were the static element of the plane, then the nature of conflict would be changed as attrition of forces would be impossible. Instead imprisonment and planar exile might become the only means to quell one’s enemies. Secret prisons of enormous size would be found in a plane with this trait and every imaginable precaution would be taken to ensure inmates do not escape. Finally, if only a select group of individuals are static, then these would likely be the plane’s overlords, feared and envied for their indestructible nature. Of course envy can turn to hate and eventually to rebellion, which could result in some if not all of these superior beings being imprisoned or exiled from the Dream Plane by its natives. A Dream Plane with either sentient thought or empathy presents a plethora of opportunities for extraordinary encounters. Natives in such a world might worship the Dream Plane as a deity, seeking protection from its whim and wrath. Even those who do not venerate the Dream Plane must be considerate of the world itself and cautious of stoking its fury through their actions. If it is decided that a Dream Plane is sentient, one should consider what alignment the plane might have and what possible actions it might take for its followers or against its enemies. Another question that should be asked is what brought about the sentience of the Dream Plane? Was a deity’s essence dispersed throughout the Dream Plane or was it caused by an artifact or magical process? Is it made up of the collective consciousness of a particular world or plane? All of these questions lead to more questions and concerns, but also great potential for GMs to explore. An entwined morphic Dream Plane would create an interesting relationship between natives of the Material and Dream planes. There might be a subtle war between both planes for dominance and resentment of the usurpers who are constantly changing the world “under their noses”. On the other hand, perhaps a symbiotic relationship would develop between the inhabitants of both planes with each working together. It is even possible that there might be different times of the day, such as the daylight hours, when the Material Plane is more dominant and other hours, at night, when the Dream Plane reigns over the lands. The possibilities with entwined planes are endless and can create a surreal bond between the Material Plane and Dream Plane that will foster imaginative thinking and bizarre adventures that cross over from one plane to the next in the blink of an eye. Recommendation: Highly morphic or activated morphic.

New Morphic Traits Empathic: Some planes respond to the needs of the character within it, especially when situations become distressing or dire. The more desperate a certain situation is, the greater the likelihood that the plane comes to a character’s aid. In such a case, the GM makes a secret Charisma check on behalf of a character to determine if the plane is moved enough by a character’s predicament to help them. The following are three types of assistance the plane 10 might offer to those who succeed: Plausible Assistance: An item or creature appears that is both appropriate to a character’s current

setting and needed by the character, such as a bottle of whiskey at a bar to crack over another patron’s head, a guard answering a character’s call for help while within a city, or a sword in the guardhouse of an dungeon after his has been lost or broken: Charisma check DC 10. Implausible Assistance: A needed item or creature appears, but is not appropriate to his current setting, such as a bottle of holy water in a graveyard crawling with undead, a unicorn appearing in the mountains to heal the character, or a map of a brigand’s campsite found within the drawer of his inn: Charisma check DC 15. Desperate Assistance: A solution to a desperate situation is discovered, such as when one is hopelessly lost or stranded, stuck or trapped without a tangible exit or escape, or being faced with an opponent whose CR is +5 or greater than the party level: Charisma check DC 20. The resulting aid a character receives from the plane is always at the discretion of the GM. It is encouraged that the GM make Charisma checks secretly and at dramatically appropriate moments. Also GMs should feel free to use these checks to help characters that find themselves in an unexpectedly bad situation due to poor luck. Entwined Morphic: This trait can only be used in conjunction with coexistent planes. The actions upon one plane affect the other and vice versa as if both are the same plane, even though both planes might have their own divergent traits. Limited Static: Similar to the static trait except not everything is unchangeable within the plane. A plane with this trait lists all living and non-living things, either in general or specific that cannot be altered, the rest is considered to be changeable. Activated Morphic: A plane with this trait introduces some mechanism to allow individuals to trigger its alteration. This may be as simple as requiring a Wisdom check to change the character’s immediate environment or complicated as the use of the Dream Point System detailed at the end of this chapter.

Elemental and Energy Traits None of the elemental traits fit well with the concept of a Dream Plane, though there may be some areas within the plane where certain elements might dominate. A minor positivedominant Dream Plane is a possibility as it could be used to create a vibrant and idyllic world of sharpened senses and abundant beauty, but the other energy traits would be too disruptive to extended play. Even a minor-negative plane is probably too troublesome as the constant damage it causes would make it impossible for prolonged adventurers, though as stated before small areas within the Dream Plane with this trait might be appropriate. Natives of a minor positive-dominant Dream Plane would likely have optimistic outlooks upon life, as the enchanting world they live in would foster a respect for the beauty of all things and foster a sense of tranquility. The accelerated healing present in such a plan would make death from injury or accident less likely and so the experience of mortality would be one only expected in the elderly. Murder and premature loss of life would be poignant in such a Dream Plane and would strike sharply at the inherent hopeful nature of its natives. Recommendation: Balanced.

Alignment Traits

Magic Traits

The mildly chaotic or neutral-aligned traits are the most probable of the alignment traits to be present within a Dream Plane, though the latter is the less disruptive option. A Dream Plane could be good or evil-aligned, though it is more likely for portions of the plane to have these traits rather than the whole. A law-aligned Dream Plane is hard to fathom, though small pockets of law-aligned areas might be feasible. Natives of a mildly chaotic-aligned Dream Plane would probably be more daring and reckless in their actions: a world of rebels, free spirits, and destroyers. Whim and pleasure would guide most actions in the plane and make its inhabitants unpredictable and unfettered in their actions. A good-aligned Dream Plane on the other hand would foster philanthropic and affable personalities within its natives, whereas an evil-aligned world would lead to oppressive and selfish dispositions. Recommendation: Mildly neutral or chaotic-aligned.

Normal magic would be a good choice for the basis of a Dream Plane, though the other types of magic traits could be present as well. Wild magic would certainly be appropriate for a more chaotic interpretation of the Dream Plane, while dead magic would lend itself to a darker more nightmarish plane. Impeded, enhanced, or limited magic are all possibilities as well with certain types of magic being more difficult to cast, potent in effect, or even restricted from use within a Dream Plane. The choice of which spells and schools are affected by these traits will shape the overall mood of a Dream Plane and each choice should be made in order to create a certain quality for the plane to embody. A Dream Plane with the wild magic trait encourages spellcasting inhabitants to be more cautious casters, though some might find the untamed nature of magic an exciting risk that is always worth taking. Dead magic would have dire effects on its natives making life in such a plane more arduous and encouraging the development of physical strength. Depending upon the impeded, enhanced, or limited magic within a Dream Plane other facets of life within the world will be affected and as a result the natives will have preferences for certain spells, wariness of some, and no experience of others. Recommendation: Normal magic.

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Example Dream Planes With a wide variety of traits to choose from GMs can make a unique Dream Plane to fit almost any adventure. In order to help spark the imagination the following section provides six example Dream Planes, two transitive, one each of the inner and outer plane types, and two demiplanes. These Dream Planes use the above-mentioned planar traits to create unique dream world that GMs and players can explore.

The Between The Between encompasses or borders upon all of the known planes within the cosmos and can be used to travel to any of them via either spell or portal. A vast region of ever-changing environs and fantastic possibilities, The Between is a place where characters can experience both the improbable and bizarre in the blink of an eye. Regions of The Between that border upon other planes typically reflect the planar traits of those worlds and mirror certain elements within them, as such characters can encounter most any type of terrain. Planar travelers are a common sight within The Between, but a wide variety of natives can also be found in the stabilized pockets of the plane. These inhabited areas are weird and wonderful islands of eccentric civility within the peculiar and unpredictable world of The Between. The Between has the following planar traits: Completely subjective gravity Timeless: Age, hunger, thirst, poison, and natural healing do not function in The Between, though they resume functioning when the traveler leaves The Between, but not retroactively.

Highly morphic: The Between is constantly changing and only a wish or miracle spell can stabilize an area within this plane. A character can shape their immediate environment out to 5 feet per effective character level by making a Wisdom check (DC 16). Characters can aid another on this Wisdom check. If successful, the character initiating the Wisdom check and all who aid him must focus, as if concentrating on a spell in order to maintain the effect. If concentration is lost or dropped the land reverts to its normal and unstable condition. If two opposing characters are trying to form the lands in their own image then make opposed Wisdom checks with the one that has a greater total, which is also above DC 16 shaping the overlapping area of influence as he sees fit. Mildly-neutral aligned Enhanced magic: All spells and spell-like abilities used within The Between may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round. Wild magic: On a plane with the wild magic trait spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used on a wild magic plane has a chance to go awry. The caster must make a level check (DC 15 + the level of the spell or effect) for the magic to function normally. For spell-like abilities, use the level or HD of the creature employing the ability for the caster level check and the level of the spell-like ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll d% and consult the following table.

Table 1.3: Wild Magic in the Between d% 01 02-09 10-19 20-29 30-39

40-49 50-59

60-79 80-89 90-99

12

100

Effect The caster is cursed as per the bestow curse spell for 1 round per caster level. No Will save. The caster is blinded or deafened for 1 round per caster level. No Fortitude save. Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails. All creatures within 15 ft. of the caster, including himself, come under the effect of a confusion spell. Will negates. The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for Close range spells, 20 feet for Medium range spells, or 80 feet for long-range spells. Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up. Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit. The spell functions normally. The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit. The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect. The caster gains a moment of prescience, as per the spell, except the duration only lasts for 1 round per caster level.

The Realm of Reverie The Realm of Reverie is a coexistent and coterminous plane, its landscapes and landmarks easily recognized by those from the Material Plane, though slightly accentuated and exaggerated. Planar travelers can use the Realm of Reverie to travel throughout the Material Plane, though they are also known to use it as a place of refuge and healing. Though the Realm of Reverie reflects the Material Plane there are plenty of differences, from its unpredictable climates to its fantastic inhabitants. The Realm of Reverie is alive with dreamers, explorers, and natives, each experiencing the plane in their own unique manner. The fey are the most influential race within the Realm of Reverie and are the only creatures able to affect the normally static landscapes and structures of the world. The Realm of Reverie has the following planar traits: Bendable Gravity Ageless Flowing time: 1 round in Material Plane equals 3 rounds in the Realm of Reverie. Every day within the Realm of Reverie is but 8 hours within the Material Plane. Limited static: The Realm of Reverie coexists with the Material Plane and mirrors its landscapes and structures closely, thus when the Material Plane is physically changed so too is the Realm of Reverie altered in a similar manner. There are some slight differences between these two entwined planes, but those who travel through the Realm of Reverie will have a tough time detecting them due to their subtle nature. The only ways to change a locale within the Realm of Reverie are to make a DC 16 Strength check to move unattended objects or change the area in the Material Plane. If the Strength check is succeeded the object remains in its new location, but over the course of each day it will slowly seek to realign itself with the Material Plane moving 5 feet for every hour back towards its original placement. Fey within the Realm of Reverie, treat the plane as alterable morphic. They can affect the landscapes and structures of the Realm of Reverie and move objects without need for Strength checks. The changes made by fey within the Realm of Reverie can effect the Material Plane if the fey make a Wisdom check (DC 16), but fey only rarely use this ability as it causes them to manifest within the Material Plane in their physical form while using it and for one minute thereafter. The climate and illumination of the Realm of Reverie does not necessarily match the Material Plane and can be quite divergent from the reality present there. The creatures within the Realm of Reverie, both visitors and natives are not static in nature and can be affected as normal by a variety of effects. Minor positive-dominant: The Realm of Reverie is resplendent with vibrant colors, smells, sounds, and tastes. It is teeming with life of all sorts and is a place of refuge and rest for many creatures and as such all individuals within it gain fast healing 2 and are considered to have a full day’s rest every 8 hours they spend within the plane, even if the individuals have not rested. Undead creatures suffer 2 points of damage every round they are in the Realm of Reverie. Mildly good-aligned Impeded magic: Conjuration (creation) and necromancy spells are impeded. Enhanced magic: Conjuration (healing) spells are cast as

though they were prepared with the Empower Spell feat, though they do not require the higher spell slots. Illusion spells are cast as though they were prepared with both the Extend Spell and Widen Spell feats, though they do not require the higher spell slots. All spells and spell-like abilities used by fey within the Realm of Reverie may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.

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The Plane of Essence The Plane of Essence resides within the Inner Planes and is a place where ideas, emotions, and dreams have substance and shape of their own. It is possible to meet the elemental forms of all things and interact with them. Those within this plane can create quasi-real objects and creatures at will and populate the world with fanciful concepts and terrifying constructs. All manner of man and beast can be found within the Plane of Essence from the mundane to the extraordinary. The Plane of Essence is the birthplace of all dreams and the holding station for all notions not yet realized. The Plane of Essence has the following planar traits: Completely subjective gravity Erratic time: Time within the Plane of Essence does not flow in a predictable fashion. Every eight hours by Material Plane standards the time flow within the Plane of Essence changes occurring to the following table.

damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the essential creature’s AC bonuses and essential object’s hardness are only one-fifth as large. A creature that succeeds on its save sees the essential object, force, or creature as transparent images superimposed on indistinct forms. Objects automatically succeed on their Will saves against these spell-like abilities. A character cannot have more than twice their Hit Dice in creatures created via the image spells at any one time. Mildly neutral-aligned Enhanced magic: All spells and spell-like abilities used within the Plane of Essence may be employed as if they were improved by both the Silent Spell and Still Spell feats. Already silent or stilled spells and spell-like abilities are unaffected, as are spells from magic items. Spells with these feats attached are still prepared and cast at their unmodified level.

Table 1.4: Erratic Time on the Plane of Essence d%

01 02-10 11-40 41-60 61-90 91-99 100

Time on Material Plane 8 hours 8 hours 8 hours 8 hours 8 hours 8 hours 8 hours

Time on Plane of Essence 1 round 1 minute 1 hour 8 hours 1 day 1 week 1 year

Timeless: Age, hunger, thirst, poison, and natural healing do not function in the Plane of Essence, though they resume functioning when the traveler leaves the Plane of Essence, but not retroactively. The Plane of Essence is timeless in respect to magic, any spell with a noninstantaneous duration is permanent until discharged or dismissed. Spells that require concentration still do so within the Plane of Essence and are lost once concentration is lost, even if normally they would persist afterward for some amount of time. Highly morphic: A mere thought is all that is needed to spark change in the Plane of Essence. And all creatures within the Plane of Essence gain the following spell-like abilities. At will- minor image. 3/day- hallucinatory terrain, major image. 1/day- permanent image. These “illusory” spell-like abilities draw upon the raw essence of the plane and are not figments. As such, the forces, objects, and creatures created by these spelllike abilities are actually one-fifth (20%) as strong as real things, though creatures believing them to be real are affected by them at full strength. Any creature that interacts with an “essential” force, object, or creature can make a Will save to recognize its true nature. An essential force can mimic any spell of at least one level lower than the effective spell level of the chosen spelllike ability and has its normal effects unless the creature being targeted succeeds its Will save. Each disbelieving creature only takes one-fifth damage from the effect or if it is a non-damaging spell it is only 20% likely to have an effect on any one particular creature. Essential objects and creatures have one-fifth the hit points of normal objects and creatures of its kind (regardless of whether it’s recognized as a essential). An essential creature deals normal damage and has 14 all normal abilities and weaknesses. Against a creature that recognizes it as an essential creature, however, the essential creature’s

The Ten-Tiered Dream of Morpheus In the Outer Planes lies the Ten-Tiered Dream of Morpheus, a world where dreams and nightmares live and die in an eternal struggle over the unconscious mind of a long slumbering deity. This is a world where the delights and torments of a cursed god are manifest. A variety of creatures, which by fate or chance have been drawn into the Ten-Tiered Dream of Morpheus find themselves in the midst of a tumultuous battle between the fractious elements of a deity’s soul. The Ten-Tiered Dream of Morpheus has the following planar traits: Bendable gravity Determinable timeless Divine morphic: Morpheus and his minions can change the Ten-Tiered Dream with a mere thought, but for others the world has the activated morphic trait. Sentient: Though the plane itself is sentient, its desires and schemes are fractured and no single dominant personality to drive its actions. As such the various tiers of Morpheus’s dream are divergent in their reactions to presence and actions of the individuals within it. Empathic Activated morphic: Uses the standard Dream Point System to determine what a character can and cannot change in the TenTiered Dream of Morpheus. Alignment traits: There are ten regions within the Ten-Tiered Dream of Morpheus. The Hearth is the resting place of the deity Morpheus and is strongly neutral-aligned, while the other tiers around it range from the mildly good and law-aligned Citadel to mildly chaotic and evil-aligned Hollow.

Orbs of Terror This Demiplane is a series of spheres, which mimic each of the known planes of the cosmos in a twisted and warped caricature of themselves. Those drawn into this frightful land must contend with all manner of nightmarish events and creatures. Leaving the Orbs of Terror is much more difficult than entering with only a few planar portals available for use, and thus heavily guarded and planar travel spells being impeded by the plane itself. There are very few creatures that make the Orbs of Terror their home and fewer still that survive for long doing so. Only the Terrorlords and their chosen minions are able to withstand the horrors of this plane. As such travelers should beware as this plane and the Terrorlords have, but one purpose: to destroy the bodies, minds, and spirits of all who enter. The Orbs of Terror have the following planar traits: Timeless: Age, hunger, thirst, poison, and natural healing do not function in the Plane of Essence, though they resume functioning when the traveler leaves the Plane of Essence, and retroactively so. Self-contained shape: The Orbs of Terror are a series of interlocking spheres with openings between them where they meet, thus allowing travel between the orbs.

Erratic shifting: The Orbs of Terror changed shapes at irregular intervals and in an unpredictable manner. Use the following table to determine how often this shifting occurs and what the result is:

Table 1.5: Erratic Shifting in the Orbs of Terror D% 01-24 25-64 65-89 91-100

Shape and Size (every 3d8 hours) The spheres divide and multiply creating smaller and less powerful Orbs of Terror. The spheres rearrange and thus change their connections to the other Orbs of Terror. Spheres combine and condense into larger and more powerful Orbs of Terror All the spheres combine into one massive Orb of Terror creating the “perfect storm” of nightmarish reality.

Activated morphic: Uses the Dream Point System with the Dream Point Threshold and Backlash variant to determine what a character can and cannot change in the Orbs of Terror and what the consequences of doing so are. Limited static: Unlike the rest of the Orbs of Terror, the Terrorlords and their minions are static. Nor can they be harmed by any means, except by cold iron weapons and positive energy effects. No alignment-traits: The Orbs of Terror are strongly opposed to all alignments. All creatures suffer a 4 penalty to all their Intelligence-, Wisdom-, and Charisma-based checks, except the Terrorlords and their minions. Enhanced spells: Spells and spelllike abilities that have a harmful affect (by imposing a penalty or by providing some effect that hinders or harms the caster’s enemies in a concrete way) may, at the caster’s option, be employed as if they were improved by both the Empower Spell and Widen Spell feats. Already empowered or widened spells and spell-like abilities are unaffected, as are spells from magic items. Spells with these feats attached are still prepared and cast at their unmodified level. Impeded spells: Spells and spelllike abilities that have a direct beneficial effect (by granting a bonus or by providing some effect that concretely aids the caster or his allies) or use planar travel are impeded.

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The Endless Tower This Demiplane is a self-contained cylindrical plane in the shape of a nightmarish tower, which feeds off of the emotions of those within it and seeks to hold them with a hunger born of its dark desires. Those who find themselves within the Endless Tower often arrive in the dungeon and must work their way up to the summit in order to leave. There, of course, are individuals, hidden paths, trials, and tests that can help adventurers in the goal of escaping the Endless Tower, but there are just as many obstacles and tribulations that will seek to hinder escape. Endless Tower is a series of stories connected by a sequence of winding stairwells placed in varying rooms upon each floor. Not all stairwells lead to where one might think and often there is more than one stairwell upon a particular floor. Choosing the right stairwell will get one closer to the summit of the tower and freedom, the wrong way and one might just end up back in the dungeon again. Almost every room within the Endless Tower is filled with some kind of peril, be it overt and obvious or subtle and sly. The Endless Tower often draws upon the nightmares and fancies of those within it to conjure up appropriate tasks and tests for those who wander its stairwells. There are many creatures, which have given up all hope of ever leaving the Endless Tower and have bargained their souls with its living walls for some modicum of comfort in return for keeping others from escaping. As one gets closer to the summit the temptations of the Endless Tower will become greater and the price of failure even higher. The Endless Tower at times will bargain with those within its walls granting them their fondest dream if they take an oath to serve it. These arrangements are preferred by the Endless Tower as those who take the oath continue to provide the it with the emotions it needs to survive and helps make escape less likely for others. The Endless Tower has the following planar traits: Self-contained shape: The Endless Tower is a cylindrical plane in the shape of a tower. There are no windows or doors leading outside, though there may be the appearance of such at the Endless Tower’s discretion. Sentient: A malicious spirit possesses the Endless Tower and draws sentient creatures into it in order to drain them of their life and sustain itself. The Endless Tower has a great deal of control over itself and can create new floors and trials particular to certain characters or groups. It however has some restrictions upon what it can do to those it brings into the Endless Tower. It cannot create a hopeless situation in which a character has no chance of survival. The Endless Tower will often bargain with individuals that prove to be resourceful in hopes of making them into servants of its malicious ends. As such, the Endless Tower is more than willing to grant the fondest desires of those who will take an oath to serve it as their pleasure feeds the Endless Tower as well as the sufferings produced within those who struggle against its will. Mildly chaotic aligned Activated morphic: Uses the Dream Point System with the Dream Point Threshold and Backlash and Attacking Dream Points variants to determine what a character can and cannot change in the Endless Tower 16 and what the consequences of doing so are. The Difficulty Class for skills checks increase by 2 for every floor a character has won through, up

to a maximum increase of 20. The Endless Tower seeks to make things more difficult upon its inhabitants the closer it gets to the summit, though completing certain tasks helps to offset this penalty. Limited spells: Spells and spell-like abilities that use planar travel are restricted from use within the Endless Tower. The only means of escape is to reach the summit.

Dream Point System The dream point system is assumed to be the baseline for the rules presented throughout this book. There are a number of variant rules associated with this system, each providing a bit more depth and complexity to the system. GMs should consider each variant carefully as each one lends itself to a certain tone of play from unfettered fantastical heroism to unforgiving nightmarish tragedy. Dream points (abbreviated DP) represent the subconscious energy a character possesses and his ability to enhance himself and influence his surroundings in a Dream Plane. The expenditure of dream points represents the character bending the Dream Plane to his will in order to produce some extraordinary effect. They are based upon a character’s effective character level and usually modified by its Charisma modifier. Dream points can be used to do a number of things, such as: activate racial dream traits and certain surreal class features, modify skill checks, activate dream benefits of feats, cast spells with spell templates attached to them, and alter the Dream Plane through the use of the Dream Weaving skill.

Dream Point Calculation The base creature is infused with a large amount of surreal energy, which allows them greater control over the Dream Plane. In game terms, dream points represent this energy. A character gains dream points immediately upon entering the Dream Plane. The amount gained is determined by the base creature’s effective character level if they are a player character or its challenge rating if it is a non-player character (this ensures that the Challenge Ratings of creatures remain consistent). At any time, the base creature can opt to spend dream points to enhance class features, skills, feats, spells, and other effects in order to produce fantastic results. To determine the base creature’s total dream points use the following formula: Total Dream Points = (Effective Character Level or CR + 3) x (10 + Charisma modifier). For example, a 5th-level character with a 16 Charisma would have 104 DP ([5+3] x [10+3]), while a leopard with a challenge rating of 2 would only have 40 DP ([2+3] x [10-2]). Alternate Dream Point Abilities: A character has an alternative ability score that they can use to determine dream points based upon their race. Each individual character chooses whether they use their Charisma modifier or the modifier of the ability score associated with their race. The following table lists the alternative dream point abilities for the core races. Table 1.6: Alternative Dream Point Abilities Race Alternate Dwarves Wisdom Elves Intelligence Gnome Intelligence Half-elves Either Half-orcs Wisdom Halflings Wisdom Humans Either

For example, a 5th-level dwarven character with a 16 Wisdom and 8 Charisma would have 104 DP ([5+3] x [10+3]) because he can use his Wisdom modifier rather than his Charisma modifier. Temporary Ability Increases: Some extraordinary, spells, spell-like and supernatural abilities grant temporary increases to ability scores. The increase in ability scores increases the character’s dream points, but these dream points go away at the end of the effect when his ability score drops back to normal. (These extra dream points are not lost first the way temporary hit points are.) For example, a 5th-level character with a 16 Charisma that has eagle’s splendor cast upon him would increase his dream point pool to 120 DP ([5+3] x [10+5]), instead of 104 DP. If he was to expend 40 DP, he would have 80 dream points left, but after the duration of eagle’s splendor ends he would only have 64 DP, not 80.

Dream Point Abilities The following list presents a possible list of what a creature can do with dream points in a Dream Plane. Note that all of these are free actions, unless otherwise noted. Dream Benefit: Activate the dream benefit of a feat by expending the indicated amount of dream points. See Chapter 3 for more details. Heroic Escape: The character can dodge a potentially lethal blow and take less damage from it than he otherwise would. When he would be reduced to 0 or fewer hit points by damage in combat from a weapon, a spell, special ability, or other source, the character can attempt to lessen the damage. In order to use this ability, the character need not be aware of the attack, but must expend a number of dream points equal to 5 times their effective character level. If a character has less dream points than necessary to use this dream point ability, he may sacrifice the rest of his dream points to activate this dream point ability. Once the dream points are expended, the character must attempt a level check (DC = damage dealt). If the check succeeds, he takes only half damage from the attack; if it fails, he takes full damage. This ability may only be used once per round. Heroic Surge: By expending 20 dream points a character can perform an extra attack or move action at any time during his round. This can only be used once per round. Improved Ability Check: For every 2 dream points a character expends, he gains a +1 dream bonus to a single ability check. Improved Class Skill: For every dream point a character expends, he gains a +1 dream bonus to a single class skill check. If multiclassed a character treats all skills listed under any of their classes as class skills. Improved Cross-Class Skill: For every 2 dream points a character expends, he gains a +1 dream bonus to a single crossclass skill check. Luck Roll: By expending 20 dream points a player may reroll any attack roll or critical confirmation, skill or ability check, caster or level check, or saving throw he has just made, but before the GM announces success or failure, and take the better of the two results. If both results are below 17 10, treat the roll as a 10. This dream point ability usually creates some kind of physical change in the Dream Plane that makes success possible even

though the character fails his initial roll. This can only be used a number of times per round equal to 1 + 1 for every four effective character levels. Spell Template: Activate a spell template by expending the indicated amount of dream points. See Chapter 4 for more details.

Dream Point Rules Dream Bonus Stacking: Dream bonuses stack, just like dodge bonuses. Dream Point Cap: All creatures within a Dream Plane have a dream point cap determining the maximum number of dream points per round a character can expend. A character may not expend dream points beyond their cap without the aid of a magical item. For most creatures, the cap is equal to 5 per effective character level. For example, a 5th level character would have a dream point cap of 25 DP per round. Temporary Dream Points: Certain effects give a character temporary dream points. When a character gains temporary dream points, note the character’s current dream point total. When the temporary dream points go away, the character’s dream points drop to his current dream point total. If the character’s dream points are already below his current dream point total at that time, all the temporary dream points have already been lost and the character’s dream point total does not drop further. When temporary dream points are lost, they cannot be restored as real dream points can be, even by magic. Any temporary dream points expended by a character count towards a character’s dream point cap for the round or any other variant rules, like thresholds and backlashes that keep track of dream point expenditure. Dream Point Loss: The most common way a character loses dream points is by expending them. The loss of dream points does not affect a character, though a character with 0 dream points cannot expend any until they regain them back. Natural Recovery: A character replenishes all their dream points every 8 hours. Magical Recovery: Various abilities and spells can restore dream points. Healing Limits: A character can never recover more dream points than he lost. Magical healing won’t raise a character’s current dream points higher than his full normal dream point total.

Dream Modifiers and Extra Dice The expenditure of dream points can result in a dream modifier that overshadows the die roll. This is especially true in regards to skill checks and attack and damage rolls modified by the dream benefits of feats, which can have dream modifiers well beyond a +10 dream bonus. Such high dream bonuses make the roll much less important than the modifier. If such is the case, GMs may wish to convert each +10 dream bonus to an attack roll or skill check into an extra d20 roll. Dream points can also heavily modify damage rolls, again making the roll almost an 18 afterthought. As such, in order to keep the roll as a vital part of the gaming experience, one might want to use the following conversion, which

takes the base damage of a weapon and indicates at what dream modifier one should roll an extra damage die of the same type: Table 1.7: Dream Modifier to Extra Dice Conversion Base Damage Dream Modifier/Extra Die Conversion Die Type d2 +1/1d2 d3, d4 +2/1d4 d6 +3/1d6 d8 +4/1d8 d10, 2d4 +5/1d10 d12 +6/1d12 2d6 +7/2d6 2d8 +9/2d8 d20 +10/1d20 In many ways the above rules help reflect the fickle nature of the Dream Plane and should allow both players and GMs to enjoy the experience all the more. GMs should also feel free to simply use the dream modifiers as is or perhaps only convert to extra dice after a certain dream modifier threshold is reached. In the end, it is the GM’s call and it is encouraged that it be shaped and modified according to his needs and preferences.

Variants

The following are variants GMs might use to add depth to the Dream Point System: Attacking Dream Points: Characters can use a manufactured or natural weapons to deal dream point damage instead, but suffers a -4 penalty on their attack roll. This variant turns dream points into a measure of a character’s mental vigor and thus requires consideration of how a character might be affected by their loss. The following is a possible method of determining the effects of dream point loss. Dream Point Loss: If a character fully exhausts his supply of dream points or takes excess dream point damage, he can suffer severe physical effects. In the descriptions below L equals effective character level or its challenge rating if it is a non-player character (this ensures that the Challenge Ratings of creatures remain consistent). D equals L plus their dream point determining ability score (Intelligence, Wisdom, or Charisma depending upon race). The extent of the negative effect of dream point damage is as follows: Act Normally: As long as a character still has at least 1 dream point, he can still act normally Fatigued: At 0 to -L dream points, a character is fatigued. You can no longer expend dream points while within this condition or any of the following. Exhausted: Between -L and -D dream points, a character is exhausted. Helpless: At -D and lower dream points, a character is helpless. Depending upon the circumstances a character in this condition could appear to be paralyzed with fear, fall to the ground unconscious, or even enter a stupor. For example, a 5th-level character with 16 Charisma would be fatigued from 0 to -5 dream points, exhausted at -6 to -20 dream points, and helpless at -21 or lower dream points. Massive Damage to Dream Points: If a character ever sustains 50 points or more points of dream point damage in one deduction, and the character is not made helpless outright, the character must make a Will save (DC 15). If this saving throw fails, the character becomes helpless until the next turning regardless of current dream points.

Dream Marks: This trait acts in a similar manner to the arcane mark spell, except that it is always invisible and is involuntarily placed upon each item, object, or dream weave that the base creature creates while within the Dream Plane. The base creature’s dream mark is unique to each individual and typically indicates the base creature’s alignment, dreamer type, race, gender, and level of training (i.e. class and level). Dream marks last as long as the item, object, or dream weave they are associated with exists and for 5 rounds thereafter. Many creatures consider it undesirable to leave dream marks and train themselves in skills that obscure, alter, or even erase them (See chapter 3 for more details). High-Power Dream Point System: Characters gain effective character level +3 x (15 + Charisma modifier) dream points. This makes the expenditure of dream points a common occurrence and can make combat and non-combat encounter much more fantastic in nature. Hourly Natural Recovery: A character regains dream points at the rate of 1 dream point per hour per character level. Increased Dream Cap: To increase the power level of a campaign even more a GM can increase the dream point cap to 10 per effective character level, instead of 5. Low-Power Dream Point System: Characters gain effective character level +3 x (5 + Charisma modifier) dream points. This makes the expenditure of dream points a much more difficult choice for players, should one use them in their current situation of save them for later troubles. Thresholds and Backlashes: If the GM feels comfortable adding another level of complication to their campaign they can use this variant. Replace the dream point cap of 5 per effective character level with a “threshold” of the same value (i.e. 5 per level) and increase the dream point cap to 10. If a character expends more dream points than their threshold allows he must

Table 1.8: Backlashes Failure by Magnitude

Effect

make a Backlash check DC 10 + 1 for every dream point above the threshold. When using the Dream Weaving skill or creating a magical item increase the DC by 1 for every 5 dream points above the threshold, instead of every 1. In addition, a character who fails their Concentration check while attempting to use the Dream Weaving skill adds +1 to the Backlash check DC per point they failed their Concentration check by. Once the GM determines the Backlash check DC the character makes a Backlash check based on the creature’s dream point modifying ability score, which is usually Charisma. If the creature succeeds at its Backlash check, then no backlash is suffered. A roll of a 20 indicates no Backlash (no matter the DC), while a roll of 1 is treated as a roll of -10 modified by the creature’s dream point ability score modifier. If, however, the creature fails its Backlash check, then consult the following table to determine the severity of the backlash. Purposeful Failure: A character that sets out with the purpose of failing their Backlash check by expending an amount of dream points that will guarantee a major to world-altering backlash should only experience backlashes that affect them and not their environment. They should still roll to see if a backlash occurs, after all they could roll a 20, but if they do indeed fail GMs should keep in mind why when assigning the backlash. Note that a character attempting a desperate action in order to save a life or some other heroic deed should not be considered to be purposefully attempting to fail a Backlash check if they need to expend an amount of dream points that will guarantee a major to world-altering backlash and it is encouraged for GMs to come up with a suitable backlash reflecting such self sacrifice. Of course this is a fine line and one the GM should be wary of and the players not abuse. Time: This check is reactive and does not take any time. Retry: No, if unable to suppress a backlash on the first try you lose the ability to stop it from occurring.

9 or less

Insignificant

Minimum ECL* 1

10–19

Minor

1

This means that the backlash is potentially damaging, but should still not affect the character more severely than would a 1st-level spell.

20–24

Significant

4

This means that the backlash noticeably affects the character or his environment. These backlashes should be comparable in scope to a 2nd or 3rd-level spell.

25–29

Major

8

This means that the backlash significantly affects the character and his environment. These backlashes should be on par with 4th to 6th-level spells.

30-34

Massive

12

This means that the backlash radically affects the character and his environment. These backlashes should be on par with 7th to 9th-level spells.

35+

WorldAltering

16

These backlashes are the stuff that legends and cataclysms are made of and go beyond 9th-level spells in scope. These typically bring about some permanent changes to the character and his environment.

This means that the backlash is relatively harmless and should be no more significant to the character than a 0-level spell.

*Note that some backlashes can only be triggered by characters with a certain minimum effective character level, in the case of triggering backlashes that would normally be beyond those allowed to your effective character level simply take the highest backlash allowable and apply it.

19

Backlash Example: A 5th level character with 16 Charisma, 104 total dream points, a dream point threshold equal to 25, and a dream point cap of 50 may expend up to 25 dream points per round before having to make a Backlash check. If this character expends 26 or more, up to a maximum of 50 dream points during a round he must make a Backlash check. For example, if this character expended 26 dream points on an action he would need to make a Charisma check (DC 11). If he rolls an 8 or better on his Backlash check he succeeds and he suffers no backlash. If he rolls a 2 to 7 than he suffers an insignificant backlash, but if he rolls a 1 he suffers a minor backlash since he is considered to have failed by 18. If later the same round the character expends more dream points he must make another Backlash check. For example, if this character expended 5 more dream points on a reaction later in the round he would need to make a Charisma check (DC 16). If he rolls a 13 or better on his Backlash check he succeeds and he suffers no backlash. If he rolls between 4 and 12 he only suffers an insignificant backlash, if he rolls a 2 or 3 he suffers a minor backlash, but if he rolls 1 he would suffer a significant backlash since he is considered to have failed by 23. Finally, if the character was forced to expend 4 more dream points during this round he would need to make a Charisma check (DC 20). If he rolls a 17 or better on his Backlash check he succeeds and he suffers no backlash. If he rolls between 8 and 16 he only suffers an insignificant backlash, if he rolls between 2 and 7 he suffers a minor backlash, but if he rolls 1 he would suffer a significant backlash even though he is considered to have failed by 27, which would be considered a major backlash. This is because he is ECL 5 and the maximum magnitude of backlash he can suffer is significant. Of course when this character increases to ECL 8 he will become eligible for major backlashes.

Backlash Guidelines

Failure of a Backlash check means the character’s attempt to impose his will on the Dream Plane introduces instability into his environment that reacts to his action. Depending upon the magnitude of the failure the instability could cause anything from a minor inconvenience to a world-altering event. Insignificant Backlashes: Insignificant backlashes are almost always focused upon the character that causes them. They could cause a -1 competence penalty on their next roll associated with the ability score linked to the skill they just used, lose access to the feat they attempted to use for one round, suffer a -1 circumstance penalty to their next backlash check, suffer a point of hit point or dream point damage, suffer the effects of a 0-level spell that somehow relates to the spell or weave the character is attempting to cast or weave, or some other appropriate effect determined by the GM. This is perhaps the most common type of backlash and should probably be determined by the GM. Minor Backlashes: Minor backlashes primarily focus upon the character that causes them. They could cause an effect similar to a 1st-level spell that relates to the class feature, skill, feat, or spell used, a -1 competence penalty on rolls associated with the ability score linked to the skill they just used for one minute, loss of access to the feat they attempted to use for one minute, suffer a -1 circumstance penalty 20 to backlash checks for the next minute, suffer 1d6 points of hit point or dream point damage, suffer the effects of a 1st-level spell that somehow

relates to the spell or weave the character is attempting to cast or weave, or some other appropriate effect determined by the GM. This is another common type of backlash and like insignificant backlashes should probably be determined by the GM. Significant Backlashes: Significant backlashes can have an effect on either the character or the environment. They could an effect similar to a 2nd or 3rd-level spell that relates to the class feature, skill, feat, or spell used to either the character or his environment, a -2 competence penalty on rolls associated with the ability score linked to the skill they just used for one minute, lose access to the feat they attempted to use for one hour, suffer a -1 circumstance penalty to their backlash checks for one hour, suffer 2d6 points of hit point or dream point damage, suffer the effects of a 2nd to 3rd-level spell that somehow relates to the spell or weave the character is attempting to cast or weave, or some other appropriate effect determined by the GM. This is a slightly less common type of backlash, but like those previous, should be determined by the GM. Major Backlashes: Major backlashes can have an effect on both the character and his environment. They could cause an effect similar to a 4th to 6th-level spell that relates to the class feature, skill, feat, or spell used, particularly similar effects to the bestow curse spell for the rest of a cycle, lose access to the feat they attempted to use for four hours, suffer a -1 circumstance penalty to their backlash checks for four hours, suffer 4d6 points of hit point or dream point damage, suffer the effects of a 4th to 6th-level spell that somehow relates to the spell or weave the character is attempting to cast or weave, or some other appropriate effect determined by the GM. or some other appropriate effect determined by the GM. This type of backlash is infrequent, but the GMs may want to have a list prepared for those skills they believe will be used most frequently in their campaigns. Massive Backlashes: Massive backlashes have a notable effect on both the character and his environment. They can cause an effect similar to a 7th to 9th-level spell that relates to the class feature, skill, feat, or spell used, lose access to the feat they attempted to use for the duration of the cycle, suffer a -1 circumstance penalty to their backlash checks for the rest of a cycle, suffer 7d6 points of hit point or dream point damage, suffer the effects of a 7th to 9th-level spell that somehow relates to the spell or weave the character is attempting to cast or weave, or some other appropriate effect determined by the GM. This type of backlash is uncommon, but as with major backlashes the GMs may want to have a list prepared for those skills they believe will be used most frequently in their campaigns. World-altering Backlashes: World-altering backlashes have an enormous effect on both the character and his environment. They should cause an effect that is epic in proportion, lasting in effect, and relates to the class feature, skill, feat, spell, or weave that triggered the backlash. This type of backlash is rare, and GMs should feel free to reduce the result to the massive level if a world-altering event would occur during an inappropriate or undesirable moment in their campaign. GM Fiat: Do not let these rules run your game! Backlashes are meant to be a balancing factor for the benefit gained via the introduction of dream points, but if you believe these rules cause too much of a disruption to your campaign only have characters make Backlash checks at critical and dramatically appropriate times.

To Sleep! Perchance to Dream

“To be or not to be,– that is the question:– Whether ‘tis nobler in the mind to suffer The slings and arrows of outrageous fortune, Or to take arms against a sea of troubles, And by opposing end them?– To die,– to sleep,– No more; and by a sleep to say we end The heart-ache and the thousand natural shocks That flesh is heir to,– ‘tis a consummation Devoutly to be wish’d. To die,– to sleep;– To sleep! perchance to dream:– ay, there’s the rub; For in that sleep of death what dreams may come When we have shuffled off this mortal coil…” ––William Shakespeare, Hamlet.

What Type of Dreamers?

There are a number of questions to be dealt with in concerns to those who enter or live within a Dream Plane, from what are the different types of dreamers to how real the dream is to them? There are a number of answers to each of these questions, all of which have there own benefits and drawbacks for both GMs and players. This chapter seeks to provide a straightforward treatment of these various issues and how they affect play, thereby providing aid to GMs in determining what answers they want to portray in their own Dream Plane.

The following rules extend the ranges for being disabled or dying, staggered or helpless in order to engender epic and dramatic combats within the Dream Plane. These changes are especially useful in Dream Plane and high-level campaigns where the normal static ranges are not wide enough to cover the increased damage output, thus causing abrupt ends to both combat and characters’ lives. The extended ranges create a fantastic feel to battle as characters who would normally be dying or dead are only disabled. This causes combat to become more suspenseful as characters can 21 often make a conscious decision to fight, flee, or surrender before an enemy deals them a deathblow.

There are four types of dreamers presented below: slumbering, awakened, corporeal, and native. Each of these dreamer types presents a different notion as to how one might find oneself within the Dream Plane. This section also details the various affects each dreamer type might have upon a character in regards to entering into, living within, and departing from the Dream Plane.

Extended Effects of Lethal and Nonlethal Damage

Unlike normal, death’s door has a much larger welcome mat (i.e. the disabled range) and characters will have a more meaningful choice between knocking at the door and facing their mortality or turning away from it. The same concept is applied to nonlethal damage and can create some great fight scenes of its own where multiple opponents are staggered and fighting to stay conscious or yielding to avoid becoming unconscious. These rules draw combat out a bit more, but can be well worth the extra rounds of action, especially as they result in more stirring struggles that amplify the mortality of characters. Effects of Lethal Damage: The following changes allow for a greater range for characters to be disabled or dying, thus allowing characters to keep fighting when normally they would not be able to. The following rules are used instead of the normal effects from lethal damage rules. In the descriptions below L equals effective character level or its challenge rating if it is a non-player character (this ensures that the Challenge Ratings of creatures remain consistent). D equals L plus their Constitution score. The extent of the negative effect of hit point damage is as follows: Act Normally: As long as a character still has at least 1 hit point, he can still act normally Disabled: At 0 to –L hit points, a character is disabled. Dying: Between -L and –D hit points, a character is dying. Dead: At –D and lower hit points, a character is dead. For example, a 5th–level character with a 12 Constitution would be disabled from 0 to –5 hit points, dying at –6 to –17, and dead at –18 or lower. Effects of Nonlethal Damage: The above change to lethal damage also needs to be mirrored in nonlethal damage, thus allowing for a greater range for characters to be staggered. The following rules are used instead of the normal effects from nonlethal damage rules. In the descriptions below L equals current hit points plus effective character level or its challenge rating if it is a non-player character (this ensures that the Challenge Ratings of creatures remain consistent) plus the character’s Constitution modifier (modifiers of less than 0 are treated as 0) and H equals L plus 1. The extent of the negative effect of nonlethal damage is as follows: Act Normally: As long as a character’s current hit points are greater than the amount of nonlethal damage he has suffered, he can still act normally Staggered: When nonlethal damage equals a character’s current hit points to L, a character is staggered. Helpless: When nonlethal damage equals H or greater, a character is unconscious and thus helpless. For example, a 5th–level character with 35 current hit points and 12 Constitution would be staggered from 35 to 41 nonlethal damage and unconscious at 42 or higher.

Slumbering Characters A slumbering character is one that enters the Dream Plane in subconscious mind only and has no real control over his surroundings, though he might have some moments of lucidity. This is the most likely manner for dreamers to find themselves in the Dream Plane if one wants the feel of a normal dream for their campaign as slumbering 22 characters, unlike the other types of dreamers, have an innate acceptance of their surroundings while within the Dream Plane. Characters do

not act with disbelief when the world around them shifts in a sudden and unpredictable manner, they have at the deepest level suspended their disbelief and what might seem fantastic or impossible to the conscious mind feels natural in a state of slumber. Entering the Dream Plane: Slumbering characters have no control over whether or not they enter the Dream Plane, except by deciding when to sleep. Slumbering characters can appear in the Dream Plane for only moments, as the result of daydreaming, or for days if the character is unconscious for an extended period of time. The shape and form a slumbering character takes in the Dream Plane is usually their own, but it is possible that they might have a different appearance, race, or creature type, while within the Dream Plane. Incarnation (Variant): One method of determining a slumbering character’s different form would be to create an incarnation table as exampled below: Table 2.1: Racial Incarnations d% Incarnation 01-10 Dwarf Elf 11-20 21-30 Gnome 31-40 Half-elf 41-50 Half-orc 51-60 Halfling 60-80 Human 81-100 DM’s choice

Str +0 +0 -2 +0 +2 -2 +0 ?

Dex +0 +2 +0 +0 +0 +2 +0 ?

Con +2 -2 +2 +0 +0 +0 +0 ?

If a GM wants a Dream Plane with a more fabled theme he can use the following table, though not all animals are created equal and GMs should keep that in mind when determining the animal species a slumbering character turns into: Table 2.2: Animal Incarnations d% Incarnation 01-07 Badger 08-14 Cat 15-21 Dog 22-28 Eagle 29-35 Hawk 36-42 Lizard 43-49 Owl 50-56 Rat 57-63 Raven 64-70 Toad 71-77 Viper (small) 78-84 Weasel 85-100 DM’s choice

Str -2 -6 +2 +0 -4 -6 -6 -8 -8 -8 -4 -6 ?

Dex +6 +4 +6 +4 +6 +4 +6 +4 +4 +2 +6 +4 ?

Con +4 +0 +4 +2 +0 +0 +0 +0 +0 +0 +0 +0 ?

This new form is essentially a reincarnation of the slumbering character, and GMs and players should treat the character as if he were affected by a reincarnation spell when determining the alterations a player must make to their character while within the Dream Plane. Reincarnating slumbering characters in the Dream Plane requires much more work on the part of both GMs and players as they are essentially running different characters whenever they enter the Dream Plane. It is recommended that characters only have one or two alternate forms within the Dream Plane, to limit excess work and complications for all involved. Running a campaign with “reincarnated” slumbering characters can be quite rewarding and if done right, can make for some inspired and unforgettable adventures. Another method a GM might consider is to reincarnate slumbering characters according to their alignment. For example, a lawful good slumbering character might take upon himself the form of a dwarf or eagle, whereas a chaotic evil character might take the form of an orc or rat in the Dream Plane. It is also not necessary that the character be the same class

as he is on his home plane. If a GM permits it, in the Dream Plane a prince can be a pauper and a pauper become a prince. A charismatic fighter who has never cast a spell in his life might discover that within his dreams he is a sorcerer or bard or a clever wizard might dream himself as a roguish lad. There need not be any correlation from a slumbering character’s real form and his dream form. This allows the GM to create a different cast of characters for the Dream Plane and allows players to explore another approach to the same personality. This option requires extra work on both the GM and players parts, but can be quite rewarding in exploring the depths of a character’s psyche. Perhaps the experience of a different occupation might change an awakened character’s views of others within the waking world; such as the fighter’s once wary opinion of the party’s wizard being softened by his experiences as a sorcerer in the Dream Plane. Not all characters within a party need experience the call to slumber within the Dream Plane creating the opportunity for the GM to have side adventures with particular characters. This option can be used to solve the problem of not having players show up for an important session and instead of going forth with the main storyline, a GM can run a mini-scenario so that players in attendance still have their game time and absent players won’t be left out of an important event within a campaign. The Body Left Behind: Slumbering characters leave behind their corporeal bodies on their home planes, or on whatever plane they have fallen asleep. Their bodies receive no special protection and are as vulnerable to attack as any resting character. If the physical body is attacked, the slumbering character immediately wakes up, unless he makes a Will save (DC 10 + the amount of damage done to the character’s body) to remain in the Dream Plane. Comrades can also shake a slumbering character awake as a full-round action that provokes an attack of opportunity. Once awake, the character gains initiative the following round and can act normally upon their turn. Planar Traits and the Slumbering: Unlike the other dreamer types, slumbering characters, have little control over their surroundings and as such they cannot employ those planar traits requiring willful thought as presented in Chapter 1. The bendable, subjective directional, and completely subjective gravity types depend upon a conscious decision to change the gravitational direction or type and as such, the slumbering character has no control over them. Instead the GM should determine the effective gravity direction and type for the character, either purposefully or randomly. The determinable timeless planar trait also requires a conscious decision as to whether one is affected by hunger, thirst, aging, the effects of poison, and natural healing, thereby requiring the GM or random chance to determine whether or not a slumbering character feels those effects while within the Dream Plane. The activated morphic trait typically entails a firm desire upon the character’s part to manipulate the Dream Plane and as such slumbering characters are unable to summon forth the necessary wherewithal to do so. GMs can also deal with consciously controlled planar traits and how slumbering characters interact with them by allowing a slumbering character the ability to control these traits a number of times per day dependent upon their effective character level. When using the Dream Point System, a GM can either give

slumbering characters no dream points or give them their normal dream point allotment and spend it as the GM sees fit. The former makes slumbering characters less likely to hold their own with awakened, corporeal, or native creatures, while the later gives a character the ability to do fantastic things, but not of its own volition. Moments of Lucidity (Variant): A compromise to the above might be to give slumbering characters their normal allocation of dream points or allow them to use the morphic traits they normally do not have access to, but require a Will save (DC 16) before they can use them. This option would represent moments of lucid thought that dreamers sometimes experience while dreaming, however this rule slows down the game with frequent checks as players attempt to grasp at moments of lucidity. Another option is to limit the times per day a character can attempt the Will save to use dream points; such as only a number of times per day equal to their effective character level plus their Wisdom modifier. This option tends to force players to reserve their dream point expenditure for dramatically important moments within the adventure. Last but not least, a GM may decide that characters only get one moment of lucidity per hour, which means for one minute each hour a character can use their dream points as they see fit. This option limits the frequency of checks and makes the decision to use a moment of lucidity an important one that should not be taken lightly. Dream Life and the Slumbering: Slumbering characters accept the bizarre and improbable in their subconscious states and act as if the fantastic world around them is quite normal. Unlike other types of dreamers, they have little to no conscious control over their surroundings and have to adventure within the perceived reality of the Dream Plane. These two factors present interesting opportunities and difficulties for players as out-ofcharacter information and meta-gaming can be difficult to avoid in an adventure where the player knows he is dreaming, but his character should not. It may also be difficult for a player to role-play a character’s suspension of disbelief as he experiences outlandish environments and eccentric creatures for the first time. After all, if a character finds himself walking upside down on a stairway within an oddly shaped and angled mansion, how would he react? The gut instinct for most players might be that the scene is strange and perhaps even unnerving, but for their slumbering characters it probably won’t register as abnormal. This means that players must make an effort to not be carried away by their surreal surroundings and act as if nothing is out of place. Subconscious Traits (Variant): A characteristic of slumbering characters GMs may wish to portray is the oft times irrational adulations, fears, hatreds, and obsessions that can overcome a dreamer. This could help players determine how their slumbering characters might react to their strange surroundings, such as the aforementioned upside down stairway. It is recommended that if a GM uses subconscious traits, he and any players pick two or three that fit each character. Traits essentially dominate a character’s actions within the Dream Plane whenever they must be confronted. The following tables provide a number of subconscious traits to randomly assign or chose from as determined by GMs and 23 players:

Table 2.3: Subconscious Traits d% Subconscious Traits 1-25 Adoration 26-50 Enmity 51-75 Obsession 76-100 Phobia Table 2.4: Adoration/Enmity List d% Adoration/Enmity 01-10 Gender (male or female) 11-35 Humanoid (specific humanoid) 36-55 Monster (specific monster; cannot choose humanoid or outsider) 56-80 Occupation (specific occupation/class) 81-90 Outsider (specific outsider) 91-100 Religion (specific religion) A slumbering character with the adoration subconscious trait automatically has an attitude of friendly for all creatures of the type he adores. If ever forced to attack a creature of the type he adores, he suffers a –2 morale penalty to attack and damage rolls made against the creature and suffers the same penalty to Will saves made to resist spells, spell-like, and supernatural abilities the creature uses against him. These penalties come from the character’s hesitation to strike and desire to trust the creature he adores. If the character makes a Will save (DC 10 + 1/2 adored creature’s HD + the adored creature’s Charisma modifier) he may ignore his normal adoration for a specific creature for one day. A slumbering character with the enmity automatically has an attitude of unfriendly for all creatures of the type he hates. If ever forced to keep company with a creature of the type he hates, he suffers a –2 morale penalty to attack and damage rolls while within line of sight of the creature and not attacking it and suffers the same penalty to Reflex saves made to resist spells, spell-like, and supernatural abilities used against him by others. These penalties come from the character’s need to constantly keep an eye on his hated enemy, which robs him of his awareness in combat. If the character makes a Will save (DC 10 + 1/2 hated creature’s HD + the hated creature’s Charisma modifier) he may ignore his normal enmity for a specific creature for one day. Table 2.5: Obsession List d% Obsession 01-15 Compulsive worrying (specific thing or person one worries about constantly) 16-30 Counting Compulsion (specific lucky number or counting in general) 31-45 Hoarding Compulsion (specific item type which one needs to stockpile) 46-55 Need for Precision (arrangement of personal items, obsession with particular symmetrical patterns, cannot step on cracks) 56-70 Need to Explore (specific type of environment which one cannot resist exploring, i.e. caves, forests, etc…) 71-80 Obsession with Contamination (desire to keep one’s physical or spiritual cleanliness) 81-90 Pathological Doubt (specific type of danger one constantly worries about and prepares for) 91-100 Repetitive Thoughts (specific images or events one constantly thinks about)

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A slumbering character with the obsession trait effectively falls under a dominate person spell when he comes within line-of-sight of his obsession with the only command being to do

what the obsession requires. In order to resist this compulsion the character can make a DC 17 Will save to resist the mania and act normally while in line of sight of his obsession. A character that fails his Will save is obsessed to the exclusion of all else until his compulsion is satiated or one hour has passed, whichever comes first. If the hour comes first, the character must make another Will save to determine if he continues to pursue his obsessive behavior or return to his senses. Table 2.6: Phobia List d% Phobia 01-05 Acrophobia (fear of heights) 06-10 Achluphobia (fear of darkness) 11-15 Agoraphobia (fear of open spaces) 16-20 Animal Phobia (fear of specific animal) 21-25 Arsonphobia (fear of fire) 26-30 Claustrophobia (fear of closed spaces) 31-35 Frigophobia (fear of cold) 36-40 Heliophobia (fear of the sun) 41-45 Hydrophobia (fear of water) 46-50 Hylophobia (fear of forests) 51-55 Monster Phobia (fear of specific monster) 56-60 Necrophobia (fear of death/dead things) 61-65 Number Phobia (fear of specific number) 66-70 Occupational Phobia (fear of specific occupation/ class) 71-75 Onomatophobia (fear of specific word or name) 76-80 Photphobia (fear of light) 81-85 Pteronophobia (fear of flying) 86-90 Sciaphobia (fear of shadows) 91-95 Seleneophobia (fear of the moon) 96-100 Vermin Phobia (fear of specific vermin) A slumbering character with a phobia is shaken when he comes within line of sight of the thing he fears, unless he makes a DC 17 Will save. If he comes within 30 feet of the thing he fears, he must make a DC 19 Will save, or become frightened until he is no longer in line of sight of that which he fears. Finally, if the character with a phobia comes within 10 feet of the thing he fears, he must make a DC 21 Will Save or become panicked until he flees from sight of the thing he fears. All of the abovementioned fear affects last 2d4 rounds after the phobic character no longer has line of sight upon that which he fears. GMs should also decide whether or not slumbering characters have access to the surreal class features presented later in this chapter and the dream benefits for feats presented in Chapter 3. If slumbering characters can use these abilities, they will be capable of fantastic exploits within the Dream Plane; though players should remember that the use of them should be portrayed as instinctual. If the characters do not have access to these additional abilities it means less to keep track of for both GMs and players, but also means a less extraordinary experience of the Dream Plane. No matter whether a GM grants slumbering characters the fantastic class features and dream benefits for feats, the dream actions listed for each skill in Chapter 3 should be allowed as they represent inherent surreal actions that any individual within the Dream Plane could use. Death and the Slumbering: Another issue that must be dealt with in concerns to slumbering characters is how death in the Dream Plane should be handled. Since slumbering characters are assumed to be present within the Dream Plane in mind only, then when their mental image is destroyed is there any lasting effect? There are a number of options available to GMs in this regard, and the following are a sampling of suggestions from which a GM can chose. Figment Form: The most likely prospect for slumbering

characters is that nothing happens to them upon their death in the Dream Plane, except perhaps for them to awake suddenly from their deep sleep, startled and cold with sweat. If this is the GMs preference, then it implies that no spell-like, supernatural, or extraordinary effects carry over from the Dream Plane to the slumbering character’s physical body. Due to this lack of consequences for adventuring within the Dream Plane, it is recommended that no experience rewards be given out for combat within the plane, as there is no actual risk to those involved. However, GMs should grant the players experience rewards for good role-playing of their characters and the completion of certain objectives during the portions of a campaign that take place inside the Dream Plane. Phantasmal Form (Variant): Whenever a slumbering character dies in the Dream Plane he gains no benefits from his rest and suffers the effects of fatigue. Also mind-affecting spells, spelllike, supernatural, and extraordinary effects have their normal effects upon a character and can cause their demise, thus illustrating the vulnerable nature of a slumbering character’s mind. For example, a character could be enchanted while in his dreams with the subconscious desire to do a particular creature’s bidding without his comrades knowing about it until it is too late. This model of the consequences of mental vulnerability and death within the Dream plane is much more dangerous than the previous one and as such, experience rewards for combat should be handed out for encounters that include a mind-affecting attacks that could result in the actual death of a character. For example, a successful encounter with a spellcaster who can cast phantasmal killer among other mind-affecting spells, should be given three-fourths to full experience reward (depending on what and how many mind-affecting spells the caster employs), while a hill giant with no means of causing a real death among the party members should only grant one-half the normal reward. Psychic Form (Variant): The last and most hazardous option would be to have the slumbering character make a DC 15 Will save whenever he dies within the Dream Plane. If the Will save is successful, then the slumbering character is jolted awake by their experience and fatigued. If he fails, he dies in his sleep. A GM who chooses this variant on death in the Dream Plane must be wary, as he has created a region in his campaign where the players have very little control over their fates and can die without warning. This can cause some friction between the GM and players, if the GM is not careful about how he presents the Dream Plane. It should be made clear as soon as possible that the plane is deadly, preferably before the characters experience it firsthand. Having the characters investigate a rash of people dying in their sleep or some similar event might be enough to clarify the threat of death; or the GM can sacrifice an NPC, thus revealing the true nature of the Dream Plane as a truly dangerous place. This method does have its benefits however, since slumbering characters effectively are in as much danger when they fight in the Dream Plane as they are in their home planes, and a GM needs not adjust the experience reward granted to characters for combat. This option also implies that besides mind-affecting spells, spell-like, supernatural, and extraordinary effects that certain conditions transfer to the waking body of the slumbering character. GMs should choose carefully what conditions make this transit to a character’s physical form as they will determine how dangerous the Dream Plane is to slumbering characters. The conditions that GMs could allow might range

from necromantic effects, like curses, diseases, and paralysis to natural conditions like fatigue and nausea. GMs might even allow wounds to be received while within the Dream Plane, either under specific circumstances or in general. The more conditions a GM allows the more hazardous the Dream Plane will be and the more cautious a GM must be in regards to placing characters into hopeless or unfair situations. Destruction of the Body: There is another aspect of slumbering to consider. What happens when the material body of a slumbering character is destroyed? One possibility is that the slumbering character’s consciousness, robbed of the physical body that sustains it, simply fades from the Dream Plane and enters the afterlife, but this need not be the case. If one is using the phantasmal or psychic forms for their slumbering characters, it is implied that some essential part of the slumbering character is actually within the Dream Plane. Under such a situation it is not inconceivable for a slumbering character to become trapped within the Dream Plane. Such a character would be unable to leave the plane until either his physical form is raised or resurrected (thus allowing him to return to his home plane) or his form within the Dream Plane is destroyed, and he thereby enters fully into the afterlife. Finally, it is possible that the death of a slumbering character’s body might change his form within the Dream Plane from a slumbering character to an awakened type of dreamer. This prospect provides for a fascinating metamorphosis of a character from one that is an accepting and passive part of the Dream Plane to one that is an active arbitrator of his surroundings as he struggles to keep the last portion of himself alive in a strange land of dreams and nightmares. Departing the Dream Plane: Slumbering characters normally leave the Dream Plane when their sleep cycle is finished, though they may also be jarred awake by the actions of others within their home plane as mentioned above in regard to the attack of a character’s body or being shaken awake by comrades in arms. There might even be some spells, spell-like, supernatural, or extraordinary effects within the Dream Plane that force a slumbering character to exit the Dream Plane prematurely.

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Awakened Characters An awakened character enters the Dream Plane in a conscious, but non-corporeal or quasi-real state and has much more control over his environment than a slumbering character. The awakened character type mimics the lucid dreaming phenomenon that some individuals experience; in which they discover that they have some if not complete control over their dreams. Unlike slumbering characters, they do not blindly accept the Dream Plane and are immanently aware of the surreal nature of their surroundings. Awakened characters can be truly revolutionary within the Dream Plane, changing both the landscape and the events within the world to fit their thoughts and desires. Entering the Dream Plane: Awakened characters have a limited ability to decide when they enter the Dream Plane and some are able to enter trance-like states that engender their arrival. Awakened characters may cross into the Dream Plane for many reasons, some as simple as falling asleep and others for some specific purpose, such as seeking guidance from dream creatures or for traveling great distances. The limited ability to enter the Dream Plane by ones own volition affords awakened characters a great amount of control over how the plane affects their lives by providing them with some faculty to resist its call. Of course the awakened character’s conscious connection to the Dream Plane could lead to such intense summonings that he need not even be in a trance to find himself pulled without consent or even over his objection. The following are some examples of how an awakened character might enter the Dream Plane. Centering Meditation (Variant): An awakened character can make a Wisdom check (DC 16) to initiate entrance into the Dream Plane at any time. Centering meditation takes one minute per attempt and provokes attacks of opportunity. Any awakened character who fails this Wisdom check in successive rounds receives a +1 bonus per failure on subsequent checks until he succeeds. If an awakened character enters the Dream Plane using centering meditation, he may leave by taking a full-round action to break the meditation, which provokes attacks of opportunity. Concentration (Variant): An awakened character can make a Concentration check (as if casting a 5th-level spell) to enter the Dream Plane as a free action. In order to stay within the Dream Plane the awakened character must maintain concentration as a standard action that does not provoke attacks of opportunity. An awakened character that losses concentration immediately leaves the Dream Plane. Due to the need to maintain concentration, this manner of entering the Dream Plane is only useful for limited travel and meeting with others for short durations to discuss specific matters. Dreaming: An awakened character can make a Wisdom check (DC 11) to enter the Dream Plane when he falls asleep. A successful result indicates the awakened character crosses the threshold into the Dream Plane. Failure means he is denied entrance, though he might still be pulled into the plane involuntarily. An awakened character who enters the Dream Plane via dreaming specifies his departure time when he makes his Wisdom check. Typically, this 26 duration never exceeds 8 hours. Involuntary Pull (Variant): An awakened character may be drawn into the Dream Plane

without consent. A GM may allow characters to resist the pull of the Dream Plane by attempting a Will save (DC 15). A successful save results in the awakened character denying the summons of the Dream Plane, whereas failure indicates the character‘s entrance against his will. If the GM wants an even more irresistible pull, the Will save can be modified by increasing the DC by one for every two to four awakened character levels. GMs should feel free to restrict some of the above options in order to engender a certain atmosphere within their Dream Plane campaigns. Perhaps a GM does not want awakened characters to enter or exit the Dream Plane of their own volitions. They may instead want the ability to draw their players into the Dream Plane on their own terms and at a time of their own choosing. This arrangement is entirely acceptable as just because an awakened character has a greater amount of control over the Dream Plane, does not necessarily mean he can resist its lure when it calls. The Body Left Behind: Although the body of an awakened character usually remains behind on his home plane it is also possible that it enters a state of stasis or the body is drawn into an extra dimensional space and stored there until the character leaves the Dream Plane. These alternative options provide the GM with the ability to protect awakened characters drawn into the Dream Plane, granting the GM freedom to pull characters into the plane even when they are under threat of attack. This could be the preferred method for a variety of reasons, from the need to interject a dream sequence into an adventure where what the adventurers do in the dream affects the outcome of an impending battle to the need to save the party from a dire situation by drawing them into the Dream Plane. Stasis (Variant): The stasis option leaves the character’s body behind within his home plane, but in a temporal stasis, as per the spell with a caster level ranging from 15th to 20th, depending on how difficult one wants to make the dispelling of the condition. Of course if the GM desires, the condition might not be removable at all, or dependent upon certain criteria being meet, such as a princess in a stasis that can only be broken by “true love’s first kiss.” The latter option of course creates the need for a quest to release a character from the Dream Plane in order to bring them back to reality. Extra Dimensional Space (Variant): The use of an extra dimensional space as a holding area for an awakened character’s body is one that gives the GM the cleanest option when dealing with characters who will be within the Dream Plane for extended periods. With this method, a GM need not worry about the bodies of the awakened characters and what might happen to them when they are left behind. After all, it is not unlikely that an enemy would take the opportunity to toss them into a stream of molten lava or a friend believe them dead and bury them. A GM should avoid both possibilities if at all possible, and the extra dimensional holding space is a perfect way to do so without worrying about the characters’ current situation. Dream Life and the Awakened: Awakened characters are aware of being within the Dream Plane and are able to experience disbelief and amazement at their strange surroundings. Unlike depicting a slumbering character, a player with an awakened character exploring an oddly shaped and angled mansion can portray the encounter as bewildering to his character rather

than commonplace. In this facet an awakened character is much easier to role-play than a slumbering character, as one’s natural reactions to outlandish situations can be used to fuel a character’s response. No matter how awakened characters enter the Dream Plane, they arrive within a quasi-real form that reflects their material form, both race and class. It is possible, however, that they might have certain traits or even aspect levels (see native dreamer section for more details) added to their characters while within the Dream Plane, but these dissipate once the character departs. Additional traits are usually based upon a characters race and class, while the aspects are exaggerated characteristics based upon an awakened character’s persona. GMs should decide which traits are granted to awakened characters and whether awakened characters can gain aspects. Awakened characters typically have access to all of the racial dream traits, surreal class features, dream benefits for feats, and dream actions for skills. This means they are likely to use dream points to resolve many of their dilemmas. If one is playing with the attacking dream point variant, the expenditure of dream points forces the character to make difficult choices between spending them on fantastic actions or saving them to avoid weakening themselves against such attacks. Death and the Awakened: Awakened characters enter the Dream Plane in a quasi-real state and as such the question of death within the plane becomes a more vital one to answer. An important question that provides the foundation for a final consideration is: What effect does death have on an awakened character and does damage suffered while in the Dream Plane carry over to his home plane? A GM’s response to this question will help to determine whether death is as common on the Dream Plane as it is elsewhere. A GM can use any of the three variants mentioned in the slumbering character section for awakened characters if they wish, but the following three variants are specifically made to address the idea of having a quasi-real form within the Dream Plane. Dream Form: Using this option, all damage suffered by awakened characters is nonlethal. When the total amount of nonlethal damage exceeds the character’s current hit points, he returns to his home plane in an unconscious state and must heal the nonlethal damage normally before he awakes. This approach has the benefit of not causing unwanted deaths in the Dream Plane, but it also requires much more rest time for awakened characters, as they must heal from the encounters within the plane before continuing upon their real world quests. How nondamaging spells, spell-like, supernatural, and extraordinary abilities should be adjudicated for awakened characters adventuring in the Dream Plane is an additional matter GMs should decide upon. Do the effects of these abilities carry over to the awakened character’s real form when they rise from their sleep? If so, then the Dream Plane may not be a physically deadly place, but it can be a fatal one nonetheless when encountering the wrong types of magic or monsters. Allowing non-damaging spell, spell-like, supernatural, and extraordinary effects to crossover to a character’s physical body makes the spellcasting classes much more powerful than their physical counterparts and as such is not recommended unless the GM grants the non-spellcasting classes additional benefits while in the Dream Plane.

An alternative to the above would be to only have specific effects or conditions carry over to the awakened character’s real form, like mind-affecting and necromancy effects. With this stance there are certain limitations upon what one can do for a friend or against an enemy within the Dream Plane that traverses to the real world. This also allows the GM to tailor the Dream Plane to his own purpose and provides a unique fear of certain effects within the plane as characters realize those effects linger on even after they have awoken from their sleep. It is recommended that GMs restrict spell, spell-like, supernatural, and extraordinary death effects if they wish to have a truly nonlethal Dream Plane, though doing so should result in characters only receiving one-half the normal experience for such encounters, as the risk is lessened to a significant extent. Shadow Form (Variant): A slight variation on the nonlethal concept is to provide means of causing lethal damage to awakened characters. This may be done in a variety of ways from class abilities to feats. The first possibility is to add to each class the ability to deal lethal damage under certain circumstances a number of times per day depending upon their level. This creates the possibility of suffering real wounds in the dream, but limits the likelihood of death since the ability to deal lethal damage is constrained to specific encounters. If a GM decides to use this variant rule, remember that allowing spellcasters to deal real damage with their spells is probably more potent then allowing rangers to deal lethal damage to their favored enemies and should be restricted in some manner. Another option is to make feats available to all characters, allowing them to deal lethal damage via physical or magical attacks. This makes the ability to deal lethal damage a sacrifice upon the character’s part as he must use a feat slot for something that only has effect in the Dream Plane, however such a restriction makes the option less desirable for players who might not want to “waste” a feat on something so limited in application. On the flip side, if the adventure is primarily based in the Dream Plane, it might be too good of a feat to pass up. Within the Dream Plane there might even be deadly areas or episodes during which all damage suffered is lethal. As such, it would be crucial to develop a spell that transmutes a caster’s surroundings into a deadly area; though this would certainly grant spellcasters a powerful edge in the Dream Plane. Finally, GMs might consider only a percentage of the damage dealt in the Dream Plane lethal. This still allows for death, but only as the result of a massive amount of damage; thus granting GMs leeway in their dream encounters that they might not have otherwise. If this is the GMs preference, then the percentage of real damage from attacks in the Dream Plane should range from 20% to 50%, depending on the amount of latitude the GM requires. Encounters involving the use of lethal force against an awakened character should grant three-fourths to full experience, depending upon how prevalent the lethality of the episode is, whereas nonlethal situations should result in one-half the normal experience reward. Living Form (Variant): Another possibility for determining the effects of damage and death to allow awakened characters to suffer lethal damage within the dream and the full effects of all spells, spell-like, supernatural, and extraordinary abilities. This requires much less 27 work for both GMs and players as the characters are affected by everything as they would in their

home plane with no need to consider what conditions continue to affect the character upon waking. Since there is no change in the risk for characters in this variant awakened characters should receive full experience rewards for all encounters. Destruction of the Body: As with slumbering characters, the destruction of an awakened character’s body creates a number of questions. A GM could simply rule the destruction of the physical body results in the awakened character’s immediate departure from the Dream Plane for the afterlife; or it could result in the continued existence of his quasi-real form until destroyed in the dream. The former is more likely if one is using the dream form variant, as it implies less of a physical connection to the Dream Plane, whereas the latter stance can be used with either the shadow or living form variants. Another option is to have the awakened character transformed into a corporeal dreamer. This means that if an awakened character’s physical body is destroyed, instead of passing on to the afterlife or only existing in a quasi-real state, his dream form becomes wholly real. This could lead to interesting possibilities where individuals might kill themselves, via poison, or have their bodies destroyed while within the Dream Plane in order to escape from their home planes, for whatever reason. This might even be the impetus for characters to enter the Dream Plane, in order to find or hunt down an individual who has used such a tactic to escape justice or punishment. Departing the Dream Plane: With the exception of being drawn into the Dream Plane by involuntary pull, every method of entrance also provides for a way of departing. There is also a universal way to exit the Dream Plane simply by willing oneself awake. The awakened character retains strong ties to its home plane, which it may rely upon to pull itself out of the Dream Plane. Once per day, an awakened character is entitled to make a Will save (DC 15). Success indicates the awakened character immediately returns to its home plane, whereas failure means the awakened character cannot use this ability to attempt to leave the Dream Plane until the next day or cycle. GMs may wish to limit Will to Waken checks to certain times of the day, such as dawn and dusk, noon and midnight, or increase the time between failed checks to a week or month or decrease it to once per hour or eight hours. Another possibility is to require awakened characters to seek out a certain object, quest, or place, which once obtained, completed, or arrived at provides him the ability to attempt to leave. The more opportunities for awakened characters to leave the Dream Plane, the less control a GM has over major events that take place in a game session, therefore it is recommended that there be some restrictions. As with the involuntary pull option a GM can add to the DC of an awakened character’s Will to Waken check depending upon his level. A Will to Waken check is full-round action and leaves an awakened character vulnerable to attacks of opportunity.

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Corporeal Unlike slumbering and awakened characters, a corporeal character enters the Dream Plane in physical form: body, mind, and spirit. They are dream walkers in the truest sense of the term and wander through the surreal dreamscapes of the Dream Plane as others would wonder the forests, mountains, and deserts of the material world. Still, corporeal characters are not native to the Dream Plane and as such they are in the unique position to experience the strange and bizarre on a first-hand and physical basis. Whereas both slumbering and awakened characters come to the Dream Plane in their dreams, corporeal characters come in their entire being. Entering the Dream Plane: All of the variant methods of entering the Dream Plane listed under the awakened character section are viable options for GMs to use as it makes immanent sense for them to be available for corporeal characters. Nonetheless, there are additional possibilities for entering the Dream Plane in corporeal form, such as portals, rebirth, and spells. As mentioned before, GMs should feel free to restrict some of these methods depending upon the role he wants his Dream Plane to fill in his campaign. Dream Portals (Variant): There are many marvelous concepts that can be explored using this variant method of entering the Dream Plane. From magic mirrors to enchanted cupboards, almost anything can be used to provide entrance into the Dream Plane. Charmed food and drinks could also be used, be they in the appearance of fruits or ale or something else. A GM might even create a creature that causes others to enter the Dream Plane, by its gaze, its touch, or when it swallows its prey whole. The possibilities are only limited by imagination. No matter the form or shape a dream portal takes, their frequency is an important factor in how the Dream Plane is perceived in the corporeal character’s home plane. The more common the occurrence of dream portals, the more likely contact with the Dream Plane is perceived as normal, thus resulting in interplanar politics and commerce. This would result in a very different understanding of the Dream Plane as an extension of a corporeal character’s home plane. If dream portals are rare, the Dream Plane becomes more mysterious and mythical. In such a world, the majority of the populace deny the Dream Plane’s existence, and those few who find their way there are hardly to be believed when, and if they return. Conversely, if dream portals are required to enter the Dream Plane, then would they also be needed to get back to a corporeal character’s home plane? Twoway dream portals would allow for easy access to and from the Dream Plane, while one-way dream portals could make it an adventure just trying to leave the Dream Plane. Another notion to consider is the inclusion of ebbing and flowing dream portals, which follow either regular schedules or enigmatic patterns. This makes the entrance into the Dream Plane more erratic, chaotic, and enigmatic– much like the plane itself. Dream portals could also be keyed to a particular astronomical event, religious ritual, particular phrase or item, thus allowing only those with special knowledge or intrepid luck entrance into the Dream Plane. Finally, portals might move or change form without warning making their discovery even less likely and their repeated use almost impossible. Rebirth (Variant): This process is one in which a character

chooses to give up his connection to his home plane and replace it with one to the Dream Plane. In this regard the corporeal character becomes intrinsically tied to the Dream Plane and is essentially considered a “native” creature while within the plane. There are many ways a character can come to be reborn into the Dream Plane from simply choosing to do so and casting off his mortal coil, to requiring a rigorous ritual in order to realize the transformation. There are many reasons for a character to take the path to rebirth and GMs will find the question of why one does so to be a rewarding consideration for both NPCs and PCs. However GMs may wish to limit access to this option to only certain creatures (like fey and elves), to grant their campaign settings unique feel. For example: fey and elves may be disappearing from the world after choosing to be reborn into the Dream Plane. There is a plethora of possible approaches GMs can explore with the concept of rebirth from how to why, to the ramifications of the transformation. Spells: Perhaps the easiest method of entering the Dream Plane in corporeal form is through the use of planar travel spells. Allowing spells to bring a corporal character into the Dream Plane grants high-level spellcasters have a distinct edge over others within the Dream Plane, as they can control when and where they appear. GMs may chose to restrict such spells or add unique material components or focuses to them in order to limit their use in traveling to the Dream Plane. These constraints are useful in a number of ways from leveling the playing field for non-spellcasters, to aiding in the portrayal of the Dream Plane as a plane apart from the rest of the cosmos and not just another place to visit during planar expeditions. Dream Life and the Corporeal: Corporeal characters, being physically present in the Dream Plane, are in the fascinating situation of experiencing the plane in actuality rather than in their dreams. Like awakened characters they know they are in the Dream Plane and are able to express wonderment and apprehension at their surreal surroundings, which makes roleplaying a bit easier for players. Unlike awakened characters, corporeal characters cannot gain aspects as they are physically within the Dream Plane and aspects are meant to be unconscious exaggerations of the character’s personality. Corporeal characters have access to all of the surreal class features, dream benefits for feats, and dream actions for skills. This means they are more likely to use dream points. Therefore if one playing with the attacking dream point variant this provides a difficult choice to make, either to spend dream points on fantastic actions or save them to avoid weakening themselves against such attacks. Death and the Corporeal: Corporeal characters are the easiest dreamer types to adjudicate as their physicality within the Dream Plane allots them the full consequences of death. GMs may place nuances upon the terms of corporal character death, but ultimately the condition should be identical to death on the character’s home plane. To portray such nuances a GM might have the Dream Plane react to the death of a corporeal being in a manner reflective of his persona or the nature of death. This works well in conjunction with the notion of a sentient Dream Plane. The following concept can be used to determine the reaction of the Dream Plane: Death and Rebirth Weaves (Variant): Whenever a corporeal

or native character dies or is reborn (via raise dead, resurrection, reincarnate, or similar spells) it causes a death or rebirth weave. Typically, death weaves have negative affects on the character’s environment and in particular the character’s killer. Rebirth weaves, on the other hand, are usually beneficial in nature. Characters who die or are reborn can attempt to create a death or rebirth weave with a successful Charisma check. Normally, creatures who are dead are not allowed to make any checks, but in the Dream Plane, at the moment of death, all corporeal and native characters may attempt to create a death or rebirth weave. GMs may wish to restrict death and rebirth weaves only to player characters and important NPCs. This will lessen the apprehension towards killing opponents that this variant rule normally breeds, but also increase the dramatic effect when they do happen. Charisma Check DCs for Death and Rebirth Weaves: Those creatures that wish to create a death or rebirth weave must make a successful Charisma check. The creature gains a dream bonus on his check equal to his effective character level or challenge rating + the effective character level or challenge rating of the creature that slew or raised him. If the corporeal or native creature rolls of a 1 on this check no death or rebirth weave is created. A corporeal or native creature can always voluntarily fail his Charisma check and as such does not create a death or rebirth weave. If a creature wants to create a death weave he must state the magnitude of death weave he is attempting to create. Any results that would be greater than this magnitude are instead considered to be of that 29 magnitude and any lesser outcome means that no death or rebirth weave was created. Consult the

following table to determine the Difficult Class that the creature must achieve in order to create a death or rebirth weave of that particular magnitude:

Table 2.7: Death/Rebirth Weaves DC Magnitude Minimum ECL* 5 Insignificant 1 10

Minor

1

20

Significant

4

30

Major

8

40

Massive

12

50

Worldaltering

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Effect This means that the death or rebirth weave is really only for flavor and should be no more significant to the character’s killer or reviver than a 0-level spell, often less so. This means that the death or rebirth weave is more than merely flavorful, but should still not affect the character’s killer or reviver more severely than would a 1st-level spell. This means that the death or rebirth weave directly affects the character’s killer or reviver and/or their environment in a noticeable way. These death or rebirth weaves should be comparable in scope to a 2nd or 3rd-level spell. This means that the death or rebirth weave directly affects the character’s killer or reviver and/or his environment in a very significant way. These death or rebirth weaves should be on par with 4th to 6th-level spells. These death or rebirth weaves affect the character’s killer or reviver and his environment in ways that are on par with 7th to 9th-level spells in scope. These death or rebirth weaves are the stuff that legends and cataclysms are made of and go beyond 9th-level spells in scope affecting not only a character’s killer or reviver, but also the world at large. These typically bring about some permanent changes to the Dream Plane.

*Note that some death or rebirth weaves can only be triggered by characters of a certain effective character level, in the case of triggering death or rebirth weaves that would normally be beyond those allowed to a character’s level simply take the highest death or rebirth weave allowable and apply it. Being Affected by a Death or Rebirth Weave: Characters that come under the effects of a death or rebirth weave can make saving throws versus the effects depending upon what spell is being mimicked. Creatures with spell resistance can also use their spell resistance if it is applicable. Example Death Weave: If a 16th-level corporeal wizard with 12 Charisma is slain by a Challenge Rating 16 nightwalker, then the wizard would have a +32 dream bonus and +1 Charisma bonus to his Charisma check. The wizard chooses to create a death weave and chooses massive as his maximum magnitude. He then rolls a d20. A roll of a 1 to 6 means no death weave is created, but a roll of 7 to 20 would result in a massive death weave. A roll of 17 to 20 would normally have granted a world altering death weave, but the wizard set the magnitude to massive and as such the result could not exceed his desired magnitude. If the same wizard had chosen to attempt a world altering death weave a roll of 1 to 16 would result in a no death weave, but a roll of 17 to 20 would have resulted in a world altering death weave.

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Departing the Dream Plane: Typically, corporeal characters leave the Dream Plane in the same manner as they arrive. Corporeal characters arriving via meditation, concentration, dreaming, and involuntary pull return home as determined by the manner detailed under their perspective variants. A character arriving in the Dream Plane via portal or spell must leave via one of those methods. A reborn character cannot normally chose to depart from the Dream Plane, as he has forfeited his connection to his home plane, though GMs might allow them to leave the Dream Plane by magical means (via portal or spell, or some other means). If a reborn character manages to leave the Dream Plane, he gains the extraplanar subtype.

Natives Native characters fall into two categories, those born in the Dream Plane and those created by it. The former are called trueborn and exist within the Dream Plane, while the later are essentially part of the plane and known as progeny. Each native type has its own unique role in the Dream Plane; trueborns grant a sense of life within the world that is beyond mere dreaming, whereas the idea of progeny makes the plane itself a character, or perhaps more aptly characters, within a campaign. Progeny are most likely to appear in a sentient Dream Plane as representations of the plane’s persona and various thoughts and desires. Planar Traits and the Natives: Trueborn characters have full access and control over the planar traits within the Dream Plane as they are independent individuals with the freewill to chose and direct the plane as they wish. Conversely, progeny are like slumbering characters and do not recognize they are within a dream as they are in fact are part of it. This means that progeny characters do not have control over the Dream Plane, nor even the freewill to choose to control it, but instead controlled by it. Progeny are under the complete control of the GM who represents and makes their decisions on behalf of the Dream Plane. Due to the progeny’s participation in the being of the Dream Plane, it is advisable that they have no conscious control over their surreal surroundings as they accept them without question and thus have no conception of changing them through their own force of will. Some GMs may wish to portray a Dream Plane at war with itself; trying to forge an identity of its own which may require granting morphic abilities to the progeny. However unless this is the case, progeny should not have the ability to change their environment through the use of one of the morphic planar traits. Dream Life and the Natives: Native characters are in a unique position as they are born into the Dream Plane with no other reference to reality. They are both physically within the Dream Plane and accepting of it without question. In fact, to Dream Plane natives, the mundane worlds of the Material Plane would probably seem quite unreal or at the very least severely lacking. Like slumbering characters, native characters have only rare moments of astonishment within the Dream Plane, as the fantastic and bizarre are commonplace.

Aspect Levels (Variant): Native characters may be born with or over the course of their lives acquire aspects that reflect their inner being in more tangible and obvious ways. These traits are known as aspect levels and are presented in depth later in this chapter. Aspect levels work exactly like class levels and increase an individual’s effective character level. They are quite useful in not only providing native characters a distinctive quality, but also offer insight into the very souls of such characters. Alternately, GMs may decide that aspects are connected to a native character’s race and provide a list of appropriate aspects for each race to choose from. Dreamspawn/Nightmares (Variant): This variant creates two subtypes of progeny, dreamspawn and nightmares. Dreamspawn are either good or neutral progeny that populate the world from the tiniest ant to the tallest trees. They can be the merchants one meets in market or the people one meets upon a city street. There purpose is to provide aid and comfort to those within the Dream Plane. Truth be told, most anything can be mimicked by a dreamspawn, except creatures with ill intent. Progeny with malicious natures are instead given the nightmare subtype and are of evil or neutral alignment. There purpose is to cause pain and suffering within the Dream Plane and they delight in the torment of others. The dreamspawn and nightmare subtypes are described in further detail in Appendix B. Progeny Shift (Variant): Progeny shifts involve changing the psychological, emotive, and even physical forms of progeny. Changes brought about by progeny shifts can be subtle, while others are astounding and even disquieting. Progeny shifts can happen everywhere from once every hour to once every year or longer and the magnitudes of the progeny shifts can be either random or set. A progeny who was the captain of the guards one day may become a street urchin the next. Such progeny shifts can be confusing, or even amusing, but usually follow some inborn logic that only those with intimate knowledge of the Dream Plane can fathom. Conflict can spring from a progeny shift, such as, the sudden appearance of a patrol of goblins, but GMs should avoid using progeny shifts to place characters into hopeless situations. The following is provided as an example for a progeny shift chart.

Table 2.8: Progeny Shifts Die Roll Magnitude 1 None 2-6 Insignificant 7-10 Minor 11-14 Significant 15-17 Major 18-19 Massive 20 World Altering*

Examples No change. Progeny remain clean or dirty no matter what happens to them. Progeny have their facial features slightly changed. Progeny become one size category larger or shorter. Progeny change their race or personalities. Progeny change their creature type. Progeny split into good and bad versions of themselves and each one fights for dominance with the other. *World Altering shifts last until they are reversed or replaced by another World Altering shift.

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Truenames (Variant): Only trueborn characters can have truenames. If a trueborn hears his truename spoken, he is dazed for one round, unless he makes a Will save (DC 10 + one-half the effective character level of the one speaking their name + the speaking character’s Charisma modifier). If the trueborn succeeds at his Will save he is immune to the use of his name by that particular individual for one day. After the first round, the speaker of the trueborn’s truename may speak one command and the trueborn must follow it as if under the effects of a geas spell. This effects of the geas last for one day per effective character level (ECL) of the speaker of the trueborn’s truename or until the request is fulfilled. If the trueborn is already under the affects of a geas, any further attempts to use his truename to force him to complete a task grant him a Will save bonus equal to one-half the effective character level of the character (or one-half the Challenge Rating of the creature) who has geased the trueborn. GMs should feel free to create other effects and uses for a trueborn’s truename. The introduction of truenames can foster many interesting episodes within an adventure. It is recommended however, that if players are allowed to make trueborn characters, the power of truenames is either reduced or not used at all. Native characters have access to all the surreal racial traits, class features, dream benefits for feats, and dream actions for skills. This means they are likely to use dream points to resolve many of their dilemmas. If one is playing with the attacking dream point variant, the expenditure of dream points forces the character to make difficult choices between spending them on fantastic actions or saving them to avoid weakening themselves against such attacks. Death and the Natives: Like corporeal characters, native characters are physically present within the Dream Plane and thus suffer the full consequences of death. As usual the GM has the choice to implement caveats concerning the death of native creatures. For example, trueborn characters might cause death weaves (as detailed under the corporeal character section) whereas progeny do not. Another possibility might be to have the reverse be true, if a GM wants to drive home the idea that the Dream Plane wishes to protect itself more than it does its inhabitants. Departing the Dream Plane: Native characters should only be able to depart the Dream Plane by magical means such as by using dream portals or spells. However, if a GM has decided that the corporeal character methods of entry are not available for use by the native characters, then it could be impossible for them to leave at all. A GM might even require a special ritual that uses an awakened or slumbering character as a focus, which allows a native to crossover with the character when he awakens in his home plane. Each of these choices has a number of ramifications and opportunities for adventure, the GM needs only decide which most appropriately suits his purpose. Finally, GMs should also conclude whether a trueborn requires sleep while outside of the Dream Plane. Perhaps they must get sleep on a regular basis or suffer terrible consequences or maybe they do not need sleep at all.

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Example Dream Planes There are a number of possible traits a Dream Plane can have with relation to the types of dreamers present within it. The following example Dream Planes are a continuation of those presented in the previous chapter and detail the characteristics appropriate to the dreamer archetypes.

The Between The Between has the following dreamer traits: Slumbering Characters: Slumbering characters enter The Between in their normal appearance and cannot affect change via the highly morphic trait. Slumbering characters in The Between use the phantasmal form variant when determining the effects of death. Only mind-affecting spells, spell-like, and supernatural abilities can cause death and carry over to the slumbering character’s physical form. Awakened Characters: Awakened characters enter The Between via meditation, concentration, or dreaming and appear in their normal semblance. Awakened characters in The Between use the shadow form variant and the awakened character’s body is kept in an extra-dimensional space while he is within The Between. Corporeal Characters: Corporeal characters enter and leave The Between via dream portals and spells. Native Characters (trueborn only): Native characters are born within The Between and may only depart via the use of specific dream portals and rituals. Native characters gain one aspect level when they reach their majority.

The Realm of Reverie The Realm of Reverie has the following dreamer traits: Slumbering Characters: Slumbering characters enter the Realm of Reverie in normal appearance and gain three subconscious traits chosen by the GM. Slumbering characters use the figment form variant when determining the effects of death within the Realm of Reverie. Awakened Characters: Awakened characters enter the Realm of Reverie in their shadow form via the dreaming. The awakened character’s body remains behind upon their home plane with no special protection. Corporeal Characters: Corporeal characters normally enter and leave the Realm of Reverie via dream portals and spells, though fey may chose to be reborn into the Realm of Reverie. Fey that choose to be reborn gain one aspect level upon completion of their transformation. Native Characters (trueborn only): Native characters are born within the Realm of Reverie and may only depart via the use of specific dream portals. Native characters gain one aspect level when they reach their majority. All native characters are given a truenames, which only hold power if spoken within the language of the reborn fey, known as Reverie.

The Plane of Essence

Orbs of Terror

The Plane of Essence has the following dreamer traits: Slumbering Characters: Slumbering characters enter the Plane of Essence in an incarnated appearance that reflects their alignment and gain three subconscious traits chosen by the GM. Slumbering characters use the figment form variant when determining the effects of death within the Plane of Essence. Awakened Characters: Awakened characters enter the Plane of Essence in dream form via meditation or dreaming and gain one aspect level chosen by the players when they enter the plane. The awakened character’s body remains upon his home plane, but in a conditional stasis, the parameters of which are determined by the GM. Corporeal Characters: Corporeal characters enter and leave the Plane of Essence via spells. Native Characters (trueborn only): Native characters are born within the Plane of Essence and may only depart via the use of specific spells. Native characters gain two aspect levels when they reach their majority. All native characters are given a truenames.

The Orbs of Terror have the following dreamer traits: Slumbering Characters: Slumbering characters enter the Orbs of Terror in their normal appearance and though they cannot usually use their dream points to affect change in the Orbs of Terror they can experience a moment of lucidity (Will save, DC 16) once per hour for one minute. Slumbering characters use the psychic form variant when determining the effects of death within the Orbs of Terror. Awakened Characters: Awakened characters enter the Orbs of Terror in their living form via involuntary pull. The awakened character’s body remains behind upon his home plane with no special protection. Awakened characters can leave the Orbs of Terror with a successful Will to Waken check (DC 20). Corporeal Characters: Corporeal characters can enter the Orbs of Terror via spells, but cannot leave in the same manner. Instead they must complete three heroic deeds, typically against uneven odds to leave the plane. Native Characters (trueborn only): Native characters are born in and created by the Orbs of Terror. Natives gain one aspect level when they reach their majority and may depart the Orbs of Terror by completing three valiant quests.

The Ten-Tiered Dream of Morpheus Ten-Tiered Dream has the following dreamer traits: Slumbering Characters: Slumbering characters enter the Ten-Tiered Dream in their normal appearance and though they cannot usually use their dream points to affect change, they gain moments of lucidity (Will save, DC 16) a number of times per day equal to their effective character levels plus their Wisdom modifier (minimum attempts 1). Slumbering characters use the phantasmal form variant when determining the effects of death within the Plane of Essence. Awakened Characters: Awakened characters enter the TenTiered Dream in shadow form via the dreaming and involuntary pull. The awakened character’s body is kept in an extradimensional space while the character is within the Ten-Tiered Dream. Awakened characters can leave the Ten-Tiered Dream if they make with a successful Will to Waken check (DC 15). Corporeal Characters: Corporeal characters enter and leave the Ten-Tiered Dream via spells and their deaths and resurrections also cause death and rebirth weaves. Native Characters (progeny only): Native characters are created by the Ten-Tiered Dream and may never depart the plane. Each native must have either the dreamspawn or nightmare subtype and is affected by progeny shifts.

The Endless Tower The Endless Tower has the following dreamer traits: Slumbering Characters: There are no slumbering characters within the Endless Tower. Awakened Characters: Awakened characters enter the Endless Tower in their living form via involuntary pull. The awakened character’s body is stored at the summit of the Endless tower hanging from a cage. Awakened characters cannot leave except by reaching the summit and opening the cage. The Endless Tower can only summon thirteen creatures to it in this manner each year. Corporeal Characters: Corporeal characters enter the Endless Tower via dream portals or particular spells. The Endless Tower also has the ability to reach into the Material Plane and draw sleeping or meditating characters into it physically, but it can only do so a thirteen times per year. Native Characters (progeny only): Native characters are created by the Endless Tower and may never depart the plane. All progeny within the Endless Tower have the nightmare subtype.

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Dreamer Templates

Awakened Template

The above rules present generalized overview of different types of dreamers, but GMs will need more than this in order to make a dreamscape campaign a reality. The adoption of dreamer templates can help expand these options allowing both GMs and players to fashion campaign specific characters. Dreamer templates can be added to creatures to grant them unique traits, appearances, and abilities. The following templates assume the use of the standard Dream Point System and are the baselines for the forthcoming rules.

The awakened template can be added to any creature (referred to hereafter as the “base creature”) that needs sleep and enters the Dream Plane. The base creature’s type remains unchanged by this template, but gains the extraplanar subtype. Special Qualities: An awakened creature retains all the special qualities of the base creature and also gains the following. Dream Form (Ex): The base creature enters the Dream Plane in a quasi-real dream form that mirrors and connects to the physical form he left behind in his home plane. Unless otherwise noted, damage suffered by the base creature while within Dream Plane is considered nonlethal damage, and is carried over to the base creature’s physical form when he wakes. Mind-affecting and necromancy spells, spell-like, and supernatural effects have a normal effect on the base creature within Dream Plane and are carried over to the base creature’s physical form when he wakes. Other types of spells, spell-like and supernatural effects have normal effect on the base creature, but do not carry over to the base creature’s physical form when he wakes. If the base creature suffers more nonlethal damage than his current hit points, he returns to his home plane in the unconscious state and must heal the nonlethal damage normally before he awakes. Dream Points (Ex): The base creature gains a number of dream points equal to 3 plus his effective character level times 10 plus the base creature’s Intelligence, Wisdom, or Charisma modifier, depending upon their race. For example, a 5th-level awakened character with 16 Charisma would have 104 ([3+5] x [10+3]) dream points. Will to Waken (Ex): The base creature always retains strong ties to his home plane, which he may rely upon to pull himself out of the Dream Plane. Once per day, the base creature is entitled to make a Will save (DC 15). Success indicates he is immediately returned to his home plane, whereas failure means he cannot use this ability to attempt to leave the Dream Plane for one full day. The base creature may also use this ability to prevent himself from being unwillingly pulled into Dream Plane. Will to Waken is a full-round action and leaves the base creature vulnerable to attacks of opportunity. The base creature may not use this ability if he is in the area of effect of a place, item, or spell that suppresses it. Racial Traits: The base creature gains the awakened racial traits indicated under the Awakened Racial Traits section in this chapter. These traits are in addition to the base creature’s existing racial traits. Classes: The base creature gains the enhanced and additional class features (as detailed in this chapter) while within the Dream Plane. Skills: The base creature gains access to the enhanced and additional skill uses (as detailed in Chapter 3) while within the Dream Plane. Feats: The base creature gains the enhanced and additional feat benefits (as detailed in Chapter 3) while within the Dream Plane.

Slumbering Template The slumbering template can be added to any creature (referred to hereafter as the “base creature”) that needs sleep and is drawn into the Dream Plane. The base creature’s type remains unchanged by this template, but gains the extraplanar subtype. Special Qualities: A slumbering creature retains all the special qualities of the base creature and also gains the following. Figment Form (Ex): The base creature enters the Dream Plane in a figment form that mirrors the physical form they left behind in their home plane. Damage and other special conditions are noted normally for slumbering creatures, but if they are reduced below 0 hit points] within the Dream Plane they forced to wake returning them to their home plane with no loss of hit points or ill effects. Dream Points (Ex): The base creature gains a number of dream points equal to 3 plus his effective character level times 10 plus the base creature’s Charisma modifier. For example, a 5th-level awakened character with 16 Charisma would have 104 ([3+5] x [10+3]) dream points. Dream Daze (Ex): The base creature cannot spend dream points as they wish, instead the GM expends dream points for them after the player announces their action. GMs should only expend dream points on dramatically important actions and avoid spending them on frivolous endeavors. Moments of Lucidity (Ex): The base creature has the ability to occasionally see past the dream daze they are in and recognize that they are within the Dream Plane. A number of times per day equal to his level plus his Wisdom modifier, the base creature may make a Will save (DC 16). If successful the base creature can use his dream points as he sees fit for one round, whereas failure means the GM chooses if and how to spend the base creature’s dream points that round. Classes: The base creature gains the enhanced and additional class features (as detailed in this chapter ) while within the Dream Plane. Skills: The base creature gains access to the enhanced and additional skill uses (as detailed in Chapter 3) while within the Dream Plane. Feats: The base creature gains the enhanced and additional feat benefits (as detailed in Chapter 3) while within the Dream Plane.

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Corporeal Template The corporeal template can be added to any nonnative creature (referred to hereafter as the “base creature”) that enters the Dream Plane physically. The base creature’s type remains unchanged by this template, but gains the extraplanar subtype. Special Qualities: A corporeal creature retains all the special qualities of the base creature and also gains the following. Corporeal Form (Ex): The base creature enters the Dream Plane in physical form. All damage and spell, spell-like, supernatural, and extraordinary effects have a normal effect on the base creature. As such, the base creature suffers the full consequences of death or destruction while within the Dream Plane. Dream Points (Ex): The base creature gains a number of dream points equal to 3 plus his effective character level times 10 plus the base creature’s Charisma modifier. For example, a 5th-level corporeal character with 16 Charisma would have 104 ([3+5] x [10+3]) dream points. Classes: The base creature gains the enhanced and additional class features (as detailed in this chapter) while within the Dream Plane. Skills: The base creature gains access to the enhanced and additional skill uses (as detailed in Chapter 3) while within the Dream Plane. Feats: The base creature gains the enhanced and additional feat benefits (as detailed in Chapter 3) while within the Dream Plane.

Trueborn Template The trueborn template can be added to any creature (referred to hereafter as the “base creature”) that is born within the Dream Plane. The base creature’s type remains unchanged by this template. Special Qualities: A trueborn creature retains all the special qualities of the base creature and also gains the following. Trueborn Form (Ex): The base creature is born within the Dream Plane. All damage and spell, spell-like, supernatural, and extraordinary effects have a normal effect on the base creature. As such, the base creature suffers the full consequences of death or destruction while within the Dream Plane. Aspect Levels (Ex): Each base creature gains an aspect level. This level is not accounted for in the Level Adjustment of this template because it grants the base creature a Hit Die and should be accounted in the base creature’s effective character level. Dream Points (Ex): The base creature gains a number of dream points equal to 3 plus his effective character level times 15 plus the base creature’s Charisma modifier. For example, a 5thlevel trueborn character with 16 Charisma would have 144 ([3+5] x [15+3]) dream points. Racial Traits: The base creature gains the trueborn racial traits (as detailed in this chapter). If the base creature enters another plane, he loses access to his trueborn racial traits until such time as he returns to the Dream Plane. Classes: The base creature gains the enhanced and additional class abilities (as detailed in this chapter). If the base creature enters another plane, he loses access to the additional class features until such time as he returns to the Dream Plane.

Skills: The base creature gains the enhanced and additional skill uses (as detailed in Chapter 3). The base creature also automatically gains Dream Weaving, Handle Progeny, and Weavecraft as class skills from his bonus Dream Touched feat. If the base creature enters another plane, he loses access to the additional skill uses until such time as he returns to Dream Plane. Feats: The base creature gains the Dream Touched feat for free. He also gains dream benefits detailed in Chapter 3. If the base creature enters another plane, he loses access to the dream benefits until such time as he returns to the Dream Plane. Level Adjustment: +1.

Note on Level Adjustment Add this number to the base creature’s total Hit Dice, including aspect and class levels, to get the creature’s effective character level (ECL). A character’s ECL affects the experience the character earns, the amount of experience the character must have before gaining a new level, and the character’s starting equipment. For example, a trueborn dwarf (i.e. stone dwarf) with one terran aspect level (from the trueborn template) and one fighter level would be considered a 3rd-level character (1 from level adjustment + 1 from terran aspect level + 1 from fighter level) for purposes of experience gain, experience needed to gain a new level, and starting equipment.

Progeny Template The progeny template can be added to any creature (referred to hereafter as the “base creature”) that is created by the Dream Plane. The base creature’s type remains unchanged by this template. Special Qualities: A progeny creature retains all the special qualities of the base creature and also gains the following. Progeny Form (Ex): The base creature is created by the Dream Plane. All damage and spell, spell-like, supernatural, and extraordinary effects have a normal effect on the base creature. As such, the base creature suffers the full consequences of death or destruction in the Dream Plane. The base creature cannot leave the Dream Plane and if somehow forced to do so he ceases to exist. A progeny that reaches 0 dream points is immediately destroyed. Dream Points (Ex): The base creature gains a number of dream points equal to 3 plus his effective character level times 10 plus the base creature’s Charisma modifier. For example, a 5thlevel progeny character with 16 Charisma would have 104 ([3+5] x [10+3]) dream points. Classes: The base creature gains the enhanced and additional class abilities (as detailed in this chapter). Skills: The base creature gains the enhanced and additional skill uses (as detailed in Chapter Three), but cannot use the Dream Weaving, Handle Progeny, or Weavecraft skills. Feats: The base creature gains dream benefits (as detailed in Chapter Three).

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Awakened Racial Traits (PHB Races) Awakened characters gain additional racial dream traits while within the Dream Plane. The racial dream traits described below are based on the assumption that a GM is using the Dream Point System; if this is not the case, a GM can either drop the concept of additional racial dream traits, create their own, or use the alternative racial dream traits presented in Appendix A. In addition, some characters break with the traditional characteristics of their race and GMs should feel free to amend the racial dream traits to reflect this. For example, a half-orc raised by dwarves might be given a mixture of the awakened half-orcish and dwarven traits.

Awakened Dwarves Awakened dwarves are more resilient in body, mind, and spirit while in the Dream Plane. Poisons and spells are less likely to affect them and their affinity to metal and stone is heightened. They are also filled with an extraordinary prowess in battle that harkens to their racial heritage. Awakened Dwarven Traits Improved Racial Skills: Awakened dwarves only have to expend 15 dream points to use the luck roll dream point ability when using the Appraise, Craft, or Search skills in relation to metal or stone. Improved Poison Resistance: Awakened dwarves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus poison. Improved Spell Resistance: Awakened dwarves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus spells or spell-like effects. Incredible Feat: Awakened dwarves may expend 5 dream points to gain temporary access to any feat upon the fighter’s bonus feat list for which they meet the prerequisites. Awakened dwarves may only have one incredible feat at a time and access to this feat only lasts for one round. An awakened dwarf must have a Strength score of at least 10 in order to use this ability. Pragmatic Mind: Awakened dwarves may apply their Wisdom modifiers instead of their Charisma modifiers when determining their dream points.

Awakened Elves Awakened elves lose their immunity to sleep, but gain an inborn resistance to dream-oriented spells and effects. They are granted an incredible perception of their environment and expertise with their racial weapons. Due to their connection with the arcane awakened elves find themselves able to wield cantrips at their whim.

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Awakened Elven Traits Improved Racial Skills: Awakened elves only have to expend 15 dream

points to use the luck roll dream point ability when using the Listen, Spot, or Search skills. Dream Resistance: Awakened elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also gain the ability to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus dream descriptor spells. Improved Enchantment Resistance: Awakened elves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus enchantment. Improved Weapon Proficiencies: Awakened elves gain the ability to expend 10 dream points to Take 10 on a single attack roll with longswords, rapiers, longbows (including composite longbow), and short bow (including composite shortbow). This bonus comes from the dream benefits from the awakened elves’s racial Martial Weapon Proficiency feats. Spell-like Abilities: Awakened elves can expend 5 dream points to cast a 0-level spell from wizard’s spell list. An awakened elf must have an Intelligence score of at least 10 in order to use this ability. Caster level 1st; save DC 10 + awakened elf’s Intelligence modifier. Insightful Mind: Awakened elves may apply their Intelligence modifiers instead of their Charisma modifiers when determining their dream points.

Awakened Gnomes Awakened gnomes are doubly adept at detecting illusions and exceptionally competent in their alchemical pursuits within the Dream Plane. They are infused with charismatic powers that allow them to both entertain and distract others. Awakened gnomes have an innate ability to perform feats of legerdemain upon those in their immediate vicinity, which only serves to encourage them to play pranks upon their friends and foes. Awakened Gnome Traits Improved Racial Skills: Awakened gnomes only have to expend 15 dream points to use the luck roll dream point ability when using the Craft (alchemy) and Listen skills. Improved Illusion Resistance: Awakened gnomes only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus illusion. Ranged Legerdemain: Awakened gnomes only increase the DC by 10 (instead of 20) when using the ranged legerdemain dream action for the Sleight of Hand skill. Working at a distance the awakened gnome cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. An awakened gnome must have a Dexterity score of at least 10 in order to use this ability. Spell-like Abilities: Awakened gnomes can expend 5 dream points to cast a 0-level spell from the bard’s spell list. An awakened gnome must have a Charisma score of at least 10 in order to use this ability. Caster level 1st; save DC 10 + awakened gnome’s Charisma modifier. Inquisitive Mind: Awakened gnomes may apply their Intelligence modifiers instead of their Charisma modifiers when determining their dream points.

Awakened Half-Elves Awakened half-elves have an admixture of abilities that stem from their elven and human heritage. They have an awakened elf’s resistance to dream-oriented spells and enchantment and the awakened human’s ability to adapt to their environment and perform incredible feats. Awakened Half-Elven Traits Improved Racial Skills: Awakened half-elves only have to expend 15 dream points to use the luck roll dream point ability when using the Diplomacy and Gather Information skills. Dream Resistance: Awakened half-elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also gain the ability to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus dream descriptor spells. Improved Enchantment Resistance: Awakened half-elves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus enchantment. Incredible Feats: Awakened half-elves may expend 5 dream points to gain temporary access to any feat for which they meet the prerequisites. Awakened half-elves may only have one

incredible feat at a time and access to this feat only lasts for one round. Improved Heroic Surge: Awakened half-elves only have to expend 15 dream points to use the heroic surge dream point ability. Versatile Mind: Awakened half-elves may apply their Intelligence or Wisdom modifiers instead of their Charisma modifiers when determining their dream points. Every time the character gains a new level he may opt to change which ability score modifier to apply to his base dream points.

Awakened Half-Orcs Awakened half-orcs are exemplars of the relentless strength of their orcish predecessors and the astonishing adaptability of their human kin. They are an intimidating presences within the Dream Plane and able to achieve impressive deeds of physical and marital prowess. Awakened Half-Orc Traits Improved Racial Skills: Awakened half-orcs only have to expend 15 dream points to use the luck roll dream point ability when using the Climb, Jump, Intimidate, and Swim skills. Incredible Feats: Awakened half-orcs may expend 5 dream points to gain temporary access to any feat for which they meet the prerequisites. Awakened half-orcs may only have one incredible feat at a time and access to this feat only lasts for one round. Heroic Attack: Awakened half-orcs only have to expend 15 dream points to use the heroic surge dream point ability when using it to attack. An awakened half-orc must have a Strength score of at least 10 in order to use this ability. Resolute Mind: Awakened half-orcs may apply their Wisdom modifiers instead of their Charisma modifiers when determining their dream points.

Awakened Halflings Awakened halflings are granted an unbelievable athletic agility while within the Dream Plane and have an extraordinarily ability to resist fear. They have an unnatural speed about them and an uncanny ability to throw things with an accuracy that was not intended by their design. Awakened Halfling Traits Improved Racial Skill: Awakened halflings only have to expend 15 dream points to use the luck roll dream point ability when using the Climb, Jump, and Move Silently skills. Improved Fear Resistance: Awakened halflings only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus fear. Heroic Stride: Awakened halflings only have to expend 15 dream points to use the heroic surge dream point ability when using it to move. An awakened halfling must have a Dexterity score of at least 10 in order to use this ability. Uncanny Throw: Awakened halflings may expend 5 dream points to make any small-sized 37 light weapon they wield into a thrown weapon with a range increment of 10 feet. A light weapon

that already has a range increment increases its range increment by 5 feet. An awakened halfling must have a Dexterity score of at least 10 in order to use this ability. Perceptive Mind: Awakened halflings may apply their Wisdom modifiers instead of their Charisma modifiers when determining their dream points.

Awakened Humans Awakened humans are able to perform fantastic feats of heroic daring do while within the Dream Plane. They can adapt to almost any situation and are granted insight into a particular skill which they choose when they enter the Dream Plane. Awakened Human Traits Improved Racial Skills: Awakened Humans choose one skill. Awakened humans only have to expend 15 dream points to use the luck roll dream point ability when using the chosen skill. Incredible Feats: Awakened humans may expend 5 dream points to gain temporary access to any feat for which they meet the prerequisites. Awakened humans may only have one incredible feat at a time and access to this feat only lasts for one round. Improved Heroic Surge: Awakened humans only have to expend 15 dream points to use the heroic surge dream point ability. Versatile Mind: Awakened humans may apply their Intelligence or Wisdom modifiers instead of their Charisma modifiers when determining their dream points. Every time the character gains a new level he may opt to change which ability score modifier to apply to his base dream points.

Awakened Racial Trait Guidelines At some point in a campaign, both players and GMs may decide they need to create awakened characters or creatures beyond those covered in this chapter. This sidebar provides a guideline for determining the awakened racial traits beyond the seven core races of the PHB, and can also be used to alter the racial dream traits presented above to fit a GMs own campaign setting. Brainstorming Awakened Racial Traits: Perhaps the most difficult thing to do when determining awakened racial traits for creatures not covered in the PHB is to devise a list of racial concepts that fit the race in question, but are not over powered when compared to the awakened racial traits presented in this chapter. To help with this process the following guidelines have been provided: Guideline #1: Keep the awakened racial traits simple and uniform with those presented above. Guideline #2: If the race gains a racial bonus to one or more of its ability scores, list them. Guideline #3: If the race gains racial bonuses to any skills, list them. Guideline #4: If the race has a racial bonus to any save types (fear, poison, etc.), list them. Guideline #5: If the race has any other racial 38 traits that might be appropriate to expound upon with a unique awakened racial trait, list them.

Guideline #6: Look at the race and determine whether the alternate dream point modifying ability score should be Intelligence or Wisdom. It is best to choose an ability score that has neither a racial bonus nor a penalty. If this is not possible, then choose an ability score with an awakened bonus. If none can be found, then choose the ability score that has the lowest penalty. Another possible approach is to use the primary mental ability score associated with base creature’s favored class. Balancing the Awakened Racial Traits: To help narrow things down, use a credit system whereby 9 to 11 credits (usually 10) are allotted to each race to help balance the race’s awakened racial abilities. These credits are spent according to the following steps and in order: Step #1 (Dream Point Modifying Ability Score): If the chosen ability score has neither a racial bonus nor a penalty, then spend no credits. If an ability has a racial bonus, then subtract 1 credit for every +2 racial bonus, whereas if the ability has a racial penalty, then add 1 credit for every -2 racial bonus. The versatile mind ability costs 1 credit. Step #2 (Improved Skills): Look over the skills on the list and determine which ones are most essential to the race and decrease the amount of dream points needed to use the luck roll dream point ability for these skills by 5. Subtract 1 credit for each skill that gains this benefit and an additional 1 credit if the player chooses the skill. Step #3 (Improved Saving Throws): Look over the saving throws on the list and determine which ones are most essential to the race and decrease the amount of dream points needed to use the luck roll dream point ability for these saving throws by 5. Subtract 1 credit for each saving throw type granted this benefit. Step #4 (Other Racial Traits): If credits are still left over and no other ability scores, skills, or saves seem appropriate for enhancement, then consider the remainder of creature’s racial traits and try to come up with an appropriately balanced concept for an awakened trait, such as the incredible feat trait granted to half-elves, half-orcs, and humans. For each racial trait expanded upon subtract 1 to 3 credits depending upon the usefulness of the ability. Tip: Feats, prestige class abilities, and monstrous special attacks and qualities are all good places to look for inspiration for these additional awakened racial traits.

Trueborn Racial Traits (PHB Races) Trueborn characters gain additional racial dream traits while within the Dream Plane. The racial dream traits described below are based on the assumption that a GM is using the Dream Point System; if this is not the case, a GM can either drop the concept of additional racial dream traits, create their own, or use the alternative racial dream traits presented in Appendix A. In addition, some characters break with the traditional characteristics of their race and GMs should feel free to amend the racial dream traits to reflect this. For example, a half-orc raised by dwarves might be given a mixture of the trueborn halforcish and dwarven traits.

Trueborn Dwarves Trueborn dwarves are astonishing hale in body and prudent in thought. They have an elemental affinity to the earth and are able to control that element to a greater degree while within the Dream Plane. They often take upon themselves the aspects that accentuate their honorable and tenacious personality and close connection to terra firma. Trueborn Dwarven Traits Aspect Level: Trueborn dwarves gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn dwarves normally take aspect levels in one of the following aspects: aligned (good, lawful), draconic (metallic [copper, gold]), elemental-born (earth, fire), paragon (strength, constitution, wisdom), planar (archon), terran (any), or totem (badger, dog, horse). Greater Constitution: +2 Constitution. Greater Wisdom: +2 Wisdom. Improved Racial Skills: Trueborn dwarves only have to expend 15 dream points to use the luck roll dream point ability when using the Appraise, Craft, or Search skills in relation to metal or stone. Natural Dream Weaving: Trueborn dwarves only have to expend 15 dream points to use the luck roll dream point ability when using the Dream Weaving skill in relation to the element of earth. Improved Poison Resistance: Trueborn dwarves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus poison. Improved Spell Resistance: Trueborn dwarves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus spells or spell-like effects. Incredible Feat: Trueborn dwarves may expend 5 dream points to gain temporary access to any feat upon the fighter’s bonus feat list for which they meet the prerequisites. Trueborn dwarves may only have one incredible feat at a time and access to this feat only lasts for one round. A trueborn dwarf must have a Strength score of at least 10 in order to use this ability. Trueborn dwarves can also expend 20 dream points to gain access to any fighter feat (for which the meet the abovementioned criteria) for one encounter, instead of one round. Pragmatic Mind: Trueborn dwarves may apply their Wisdom modifiers instead of their Charisma modifiers when determining their dream points.

Trueborn Elves Trueborn elves are extraordinarily adroit and clever in their actions. They have great influence over the element of air while within the Dream Plane. The aspects trueborn elves frequently possess emphasize their eccentric and curious personas. Trueborn Elven Traits Aspect Level: Trueborn elves gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn elves normally take aspect levels in one of the following aspects: aligned (chaotic, good), draconic (gold, silver), elemental-born (air, water), fey-blooded (any), greenheart (any), luminary (radiant), paragon (dexterity, intelligence, charisma), planar (archon), or totem (cat, eagle, raven, wolf). Greater Dexterity: +2 Dexterity. Greater Intelligence: +2 Intelligence. Improved Racial Skills: Trueborn elves only have to expend 15 dream points to use the luck roll dream point ability when using the Listen, Spot, or Search skills. Natural Dream Weaving: Trueborn elves only have to expend 15 dream points to use the luck roll dream point ability when using the Dream Weaving skill in relation to the element of air. Dream Resistance: Trueborn elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also gain the ability to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus dream descriptor spells. Improved Enchantment Resistance: Trueborn elves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus enchantment. Improved Weapon Proficiencies: Trueborn elves gain the ability to expend 10 dream points to Take 10 on a single attack roll with longswords, rapiers, longbows (including composite longbow), and short bow (including composite shortbow). This bonus comes from the dream benefits from the trueborn elves’ racial Martial Weapon Proficiency feats. A trueborn elf must have a Dexterity score of at least 10 in order to use this ability. Spell-like Abilities: Trueborn elves can expend 5 dream points to cast a 0-level spell from wizard’s spell list. A trueborn elf must have an Intelligence score of at least 10 in order to use this ability. Caster level 1st; save DC 10 + trueborn elf’s Intelligence modifier. Trueborn elves also can expend 15 dream points to cast 1st-level spells from the wizard’s spell list. A trueborn elf must have an Intelligence score of at least 11 in order to use this ability. Caster level 3rd; save DC 11 + trueborn elf’s Intelligence modifier. Insightful Mind: Trueborn elves may apply their Intelligence modifier instead of their Charisma modifier when determining their dream points.

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Trueborn Gnomes

Trueborn Half-Elves

Trueborn gnomes are surprisingly resilient and possess a strangely magnetic personality. They, like trueborn dwarves, have an inborn relationship with the element of earth and the aspects they normally assume reflect this connection.

Trueborn half-elves have the adroitness and air affinity of their elven blood and daring flexibility of their human kin. They have a curious charm about them and have a wide range of aspects that they can acquire over the course of their lives.

Trueborn Gnome Traits Aspect Level: Trueborn gnomes gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn gnomes normally take aspect levels in one of the following aspects: aligned (chaotic, good, lawful), draconic (brass, bronze, copper), elemental-born (earth, fire), luminary (radiant, shadowy), paragon (constitution, intelligence, wisdom), planar (archon, janni), terran (amethyst, diamond, emerald, ruby, sapphire, or topaz) or totem (bat, badger, cat, owl). Greater Constitution: +2 Constitution. Greater Charisma: +2 Charisma. Improved Racial Skills: Trueborn gnomes only have to expend 15 dream points to use the luck roll dream point ability when using the Craft (alchemy) and Listen skills. Natural Dream Weaving: Trueborn gnomes only have to expend 15 dream points to use the luck roll dream point ability when using the Dream Weaving skill in relation to the element of earth. Natural Handle Progeny: Trueborn gnomes only have to expend 15 dream points to use the luck roll dream point ability when using the Handle Progeny skill. Improved Illusion Resistance: Trueborn gnomes only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus illusions. Ranged Legerdemain: Awakened gnomes only increase the DC by 10 (instead of 20) when using the ranged legerdemain dream action for the Sleight of Hand skill. Working at a distance the awakened gnome cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. An awakened gnome must have a Dexterity score of at least 10 in order to use this ability. Spell-like Abilities: Awakened gnomes can expend 5 dream points to cast a 0-level spell from the bard’s spell list. An awakened gnome must have a Charisma score of at least 10 in order to use this ability. Caster level 1st; save DC 10 + awakened gnome’s Charisma modifier. Trueborn gnomes also can expend 15 dream points to cast 1st-level spells from the bard’s spell list. A trueborn gnomes must have an Charisma score of at least 11 in order to use this ability. Caster level 3rd; save DC 11 + trueborn gnome’s Charisma modifier. Inquisitive Mind: Trueborn gnomes may apply their Intelligence modifier instead of their Charisma modifier when determining their dream points.

Trueborn Half-Elven Traits Aspect Level: Trueborn half-elves gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn half-elves normally take aspect levels in one of the following aspects: aligned (chaotic, good), draconic (metallic), elemental-born (air, water), fey-blooded (any), greenheart (any), paragon (any), planar (archon), or totem (cat, eagle, raven, wolf). Greater Dexterity: +2 Dexterity. Greater Charisma: +2 Charisma. Improved Racial Skills: Trueborn half-elves only have to expend 15 dream points to use the luck roll dream point ability when using thee Diplomacy and Gather Information skills. Natural Dream Weaving: Trueborn gnomes only have to expend 15 dream points to use the luck roll dream point ability when using the Dream Weaving skill in relation to the element of air. Dream Resistance: Trueborn half-elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also gain the ability to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus dream descriptor spells. Improved Enchantment Resistance: Trueborn half-elves only have to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus enchantment. Incredible Feats: Trueborn half-elves may expend 5 dream points to gain temporary access to any feat for which they meet the prerequisites. Trueborn half-elves may only have one incredible feat at a time and access to this feat only lasts for one round. Trueborn half-elves can also expend 20 dream points to gain access to any feat (for which the meet the abovementioned criteria) for one encounter, instead of one round. Improved Heroic Surge: Trueborn half-elves only have to expend 15 dream points to use the heroic surge dream point ability. Versatile Mind: Trueborn half-elves may apply their Intelligence or Wisdom modifier instead of their Charisma modifier when determining their dream points. Every time the character gains a new level he may opt to change his dream point ability modifier.

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Trueborn Half-Orcs Trueborn half-orcs have an incredible potency of body and tenacity of mind. Their aspects are more martial in nature and reflect their untamed temperament. Trueborn Half-Orc Traits Aspect Level: Trueborn half-orcs gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn half-orcs normally take aspect levels in one of the following aspects: aberrant (any), aligned (chaotic), draconic (any), elemental-born (earth, fire), luminary (shadowy, darkened), paragon (strength, constitution, wisdom), terran (adamantine, bronze, iron) or totem (bat, lizard, rat, viper). Greater Strength: +2 Strength. Greater Wisdom: +2 Wisdom. Improved Racial Skills: Trueborn half-orcs only have to expend 15 dream points to use the luck roll dream point ability when using the Climb, Jump, Intimidate, and Swim skills. Incredible Feats: Trueborn half-orcs may expend 5 dream points to gain temporary access to any feat for which they meet the prerequisites. Trueborn half-orcs may only have one incredible feat at a time and access to this feat only lasts for one round. Trueborn half-orc may only have one incredible feat at a time and access to this feat only lasts for one round. Trueborn half-orcs can also expend 20 dream points to gain access to any feat (for which the meet the abovementioned criteria) for one encounter, instead of one round. Heroic Attack: Trueborn half-orcs only have to expend 15 dream points to use the heroic surge dream point ability when using it to attack. A trueborn half-orc must have a Strength score of at least 10 in order to use this ability. Resolute Mind: Trueborn half-orcs may apply their Wisdom modifier instead of their Charisma modifier when determining their dream points.

Trueborn Halflings Trueborn halflings have an unmatched nimbleness of body and incredible intuition for avoiding misfortune. Water is the element most associated with trueborn halflings in the Dream Plane, perhaps reflecting their natural curiosity and wanderlust. Trueborn halflings typically take upon themselves the more intriguing and light-hearted aspects as they fit with their personality. Trueborn Halfling Traits Aspect Level: Trueborn halflings gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn halflings normally take aspect levels in one of the following aspects: aligned (any), draconic (metallic [brass, copper]), elemental-born (air, water), fey-blooded (any), green-heart (any), luminary (any), paragon (dexterity, wisdom, charisma). Greater Dexterity: +2 Dexterity. Greater Wisdom: +2 Wisdom. Improved Racial Skill: Trueborn halflings only have to expend 15 dream points to use the luck roll dream point ability when using the Climb, Jump, and Move Silently skills.

Natural Dream Weaving: Trueborn halflings only have to expend 15 dream points to use the luck roll dream point ability when using the Dream Weaving skill in relation to the element of water. Avoid Misfortune: Trueborn halflings only have to expend 15 dream points to use the luck roll dream point ability when making saving throws. Heroic Stride: Trueborn halflings only have to expend 15 dream points to use the heroic surge dream point ability when using it to move. A trueborn halfling must have a Dexterity score of at least 10 in order to use this ability. Uncanny Throw: Trueborn halflings may expend 5 dream points to make any small-sized light weapons they wield into thrown weapons with a range increment of 10 feet. A light weapon that already has a range increment increases its range increment by 5 feet. A trueborn halfling must have a Dexterity score of at least 10 in order to use this ability. Perceptive Mind: Trueborn halflings may apply their Wisdom modifier instead of their Charisma modifier when determining their dream points.

Trueborn Humans Trueborn humans have a wide range of abilities and are recognized as the most versatile of all the races. They have the uncanny ability to adapt to almost any situation. Trueborn humans have a plethora of possible personas and as such the aspects they take are just as varied and unpredictable. Trueborn Human Traits Aspect Level: Trueborn humans gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn humans have no list of normal aspects as they are too varied in nature. Greater Physical Ability: +2 to Strength, Dexterity, or Constitution. Greater Mental Ability: +2 to Intelligence, Wisdom, or Charisma. Improved Racial Skills: Trueborn humans choose two skills. Trueborn humans only have to expend 15 dream points to use the luck roll dream point ability when using the chosen skills. Incredible Feats: Trueborn humans may expend 5 dream points to gain temporary access to any feat for which they meet the prerequisites. Trueborn humans may only have one incredible feat at a time and access to this feat only lasts for one round. Trueborn humans can also expend 20 dream points to gain access to any feat (for which the meet the abovementioned criteria) for one encounter, instead of one round. Improved Heroic Surge: Trueborn humans only have to expend 15 dream points to use the heroic surge dream point ability. Versatile Mind: Trueborn humans may apply their Intelligence or Wisdom modifier instead of their Charisma modifier when determining their dream points. Every time the character gains a new level he may opt to change his dream point ability modifier.

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Trueborn Racial Trait Guidelines

Aspect Levels

At some point in a campaign, both players and GMs may decide they need to create trueborn characters or creatures beyond those covered in this chapter. This sidebar provides a guideline for determining the trueborn racial traits beyond the seven core races of the PHB and can also be used to alter the racial dream traits presented above to fit a GMs own campaign setting. Brainstorming Trueborn Racial Traits: Perhaps the most difficult thing to do when determining trueborn racial traits for creatures not covered in the PHB is to devise a list of racial concepts that fit the race in question, but are not over powered when compared to the trueborn racial traits presented in this chapter. To help with this process use the awakened racial trait guidelines with the following changes: Guideline #2: If the race gains a racial bonus to one or more of its ability scores or has a particular mental ability score that fits its persona, list them. Balancing the Trueborn Racial Traits: To help narrow things down, use a credit system whereby 16 to 24 credits (usually 20) are allotted to each race to help balance the race’s trueborn racial abilities. These credits are spent according to the steps laid out in the awakened trait guidelines, but with the following changes: Step #2 (Ability Scores): Look over the ability scores on the list and determine one physical and one mental ability score that are most essential to the race. Grant a +2 dream bonus to each chosen ability score. For each +2 dream bonus to an ability score subtract 3 credits. If the race chooses subtract an additional credit. Step #5 (Other Racial Traits): If credits are still left over and no other ability scores, skills, or saves seem appropriate for enhancement, then consider the remainder of creature’s racial traits and try to come up with an appropriately balanced concept for an awakened trait, such as the incredible feat trait granted to half-elves, half-orcs, and humans. For each racial trait expanded upon subtract 2 to 10 credits depending upon the usefulness of the ability.

Aspects levels are unique as they not only grant a character benefits, but also alter his physical appearance in the Dream Plane. Typically, aspect levels are reserved for native characters, though GMs may wish to grant awakened and even slumbering characters temporary access to them while within the Dream Plane, though such characters should not normally be allowed to acquire them when they rise in level. The list of aspects within this section is not meant to be an exhaustive one, but instead is a starting point, a guideline that can be used by players and GMs alike to create their own aspects or modify those presented to fit their own campaign. Aspect levels do not count when determining whether a character has an XP penalty for multiclassing. The extraordinary and supernatural abilities granted by aspect levels are detailed under their respective descriptions. In addition to these abilities, the character also typically gains a few spelllike abilities; treat these as having a caster level equal to his effective character level. All spell-like abilities require a standard action to activate and all supernatural abilities are considered free actions unless otherwise stated. Aspect bonuses stack. Additional natural attacks granted by aspect levels are considered secondary attacks and the damage entries assume the character is medium-sized. If the character is of smaller or larger size, alter the damage dealt according to the rules presented in the DMG, as appropriate. Finally, if a character is granted a natural attack by an aspect level that he already has, increase the damage die of the attack by one category as if the character had taken the Improved Natural Attack feat as presented in the MM. Many of the aspect levels grant a character an affinity bonus on all skill checks when dealing with creatures or objects associated with their chosen aspect. If a character gains an affinity bonus via aspect levels he also gain a deficiency penalty with another type of creature or object chosen by the GM that applies to all skill checks when dealing with creatures or objects that are in opposition to the character’s affinity. The following table provides a good guideline for determining appropriate deficiencies: Table 2.9: Affinities and Deficiencies Affinity Possible Deficiencies* Aberration Humanoids Alignment (Chaos, Evil, The opposite alignment Good, Lawful) Animal Vermin Draconic (Chromatic, The opposite type of dragon Metallic) Air vs. Earth or Fire vs. Water Elements (Air, Earth, Fire, Water) Fey Undead Plants Vermin * These are only suggestions the GM should use their own judgment when giving a character a deficiency.

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The aspect levels presented below assume the use of the Dream Point System, but should be easily modified for use without the system by dropping the Dream Point System specific skills and any other dream point dependent feature, such as the bonus spell templates.

Aberrant Levels Aberrant characters are distorted malformed caricatures of themselves and peculiar in both psyche and physiology. Creatures with this aspect rarely have the same concept of reality as others of their kind and range from eccentric to evil in nature. The strange and twisted forms aberrants take often reveals an inner nature, abnormal and warped in character. Aberrant Level Restrictions: Must not be good. A character may only gain aberrant levels in one type of aberration. Hit Dice: d8. Skill Points at Each Level: 2 + Int modifier. Class Skills: The aberrant’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dream Weaving (Cha), Handle Progeny (Cha), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int); Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Weavecraft (Int). Weapon and Armor Proficiency: Aberrant characters are proficient with all simple weapons and their choice of any exotic weapon. Aberrant characters are proficient with light armor, but not with shields. Table 2.10: The Aberrant Level Base Fort Ref Attack Save Save Bonus 1 +0 +0 +0

and 100% at 5th level. Blindsight (Ex): At 1st level, an aberrant gains blindsight out to a range of 5 feet, if an aberrant already has blindsight add 5 feet to its range. The blindsight’s range increases by an additional 5 feet every level thereafter, except at 5th level when an aberrant gains an additional 10 feet. Elongated Fingers (Ex): At 1st level, an aberrant gains a +3 aspect bonus to Climb checks and the Improved Grapple feat. At 2nd level an aberrant gains a +3 aspect bonus to Climb checks and a +2 aspect bonus to Grapple checks. At 3rd level, a climb speed equal to half his normal speed with all the benefits inherent to having a climb speed. At 4th level an aberrant gains the improved grab ability, which works on creatures of his size or smaller. At 5th level, an aberrant gains the constrict special attack. Extended Arms (Ex): At 1st level, an aberrant can make melee attacks at a range 5 feet longer than normal. For example a human could make a melee attack up to 10 feet away. For purposes of attacks of opportunity, an aberrant is treated as if he has moved through the area his extended melee attack passes through. At 3rd level, an aberrant gains a +4 bonus to his AC against attacks of opportunity caused by his extended melee attack. At 4th level, an aberrant gains +5 feet to his reach. This replaces all of the previous benefits from this ability. At 5th level,

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+2

Aberration affinity, aberrant blooded, lesser aberrant ability, aberrant caster, aberrant psyche +1, intimidating physiology +2 Aberration ability, aberrant psyche +2, darkvision, intimidating physiology +4, +1 Intelligence Aberrant psyche +3, improved aberration ability, intimidating physiology +6, secondary aberration Aberrant psyche +4, greater aberration ability, intimidating physiology +8, +1 Intelligence Aberrant psyche +5, intimidating physiology +10, superior aberration ability, tertiary aberration

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5

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+4

Aberrant Ability Descriptions Aberration Affinity (Ex): An aberrant has insight into the alien mindset of aberrations and gains an affinity bonus to all skill checks made in concerns to aberrations equal to his aberrant level. This understanding of the aberration psyche however causes an aberrant to suffer in his interactions with humanoids and as such an aberrant suffers a deficiency penalty equal to his aberrant level (except Intimidate checks) to all skill checks made in concerns to humanoids. Aberrant Blooded (Ex): For all effects related to race an aberrant is considered an aberration in addition to his normal race. This subtype does not override his original creature type, nor does it grant an aberrant any of the traits normally associated with the aberration type that are not specifically granted by the aberrant aspect. Aberrant Ability (Ex): At 1st level, an aberrant chooses one of the following aberrant types: alien anatomy, blindsight, elongated fingers, extend arms, extra arm, or extra eyes. Alien Anatomy (Ex): At 1st level, an aberrant gains a 10% chance for normal damage to be dealt when a critical hit or sneak attack is scored by an opponent against the aberrant. This chance increases to 25% at 2nd level, 50% at 3rd level, 75% at 4th level,

an aberrant can make melee attacks at a range 5 feet longer than normal. An aberrant is treated as if he has moved through the area his extended melee attack passes through Extra Arms (Ex): At 1st level, an aberrant gains an extra arm, which has a –10 penalty to all actions taken with it. At 2nd level and every five levels thereafter, an aberrant can either decrease the penalty of an extra arm by 4 or gain another extra arm, which has a –10 penalty to all actions taken with it. An aberrant may split the penalty decrease between multiple arms. Having extra arms makes an aberrant eligible for the Multiattack and Multiweapon Fighting feats. Extra Eyes (Ex): At 1st level, an aberrant gains a +3 aspect bonus to Spot and Search checks. At 2nd level, an aberrant cannot be flanked, except by rogues of at least four levels higher. At 3rd level, an aberrant gains an additional +3 aspect bonus to Spot and Search checks. At 4th level, an aberrant cannot be flanked, except by rogues of at least eight levels higher. At 5th level, an aberrant gains an additional +3 aspect bonus to Spot and Search checks. 43 Aberrant Caster (Ex): Aberrant levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used upon aberrations

(including himself) or when the spell cast has the mind-affecting spell descriptor. An aberrant also gains access to the Frightful spell template. Aberrant Psyche (Ex): At 1st level, an aberrant gains a +1 aspect bonus to Will saves due to his more alien mindset. This bonus increases by one for every aberrant level thereafter. Intimidating Physiology (Ex): At 1st level, an aberrant gains a +2 aspect bonus to Intimidate checks due to his more alien physiology. This bonus increases by two for every aberrant level thereafter. Darkvision (Ex): At 2nd level, an aberrant gains darkvision 60 feet, if an aberrant already has darkvision add 30 feet to its range. Secondary Aberration (Ex): At 3rd level, an aberrant chooses a lesser aberrant ability from those presented above and gains its benefits. Tertiary Aberration (Ex): At 5th level, an aberrant chooses another lesser aberrant ability from those presented above and gains its benefits or improves the secondary aberration so that the aberrant is treated as 2nd level in that particular aberrant ability.

Aligned Levels Aligned characters are born zealots, dedicated to defending and disseminating a single dominate ethic throughout the cosmos. They are single-minded in their aims and are committed to seeing them realized, even if it means their death. Nothing can be more awe inspiring or disconcerting, then the passion of an aligned for his chosen cause. Aligned Levels Restrictions: A character must have an alignment appropriate to his chosen aligned aspect (Chaotic, Good, Evil, or Lawful). If a character ever changes alignments so that he no longer follows the precepts of his aligned type he loses access to the powers granted to him via the aligned levels he has acquired. A character may only gain aligned levels in one type of alignment. Hit Dice: d10. Skill Points at Each Level: 2 + Int modifier. Class Skills: The aligned class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Dream Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis),

Table 2.11: The Aligned Level Base Fort Attack Save Bonus 1 +1 +0

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+2

Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Weavecraft (Int). Weapon and Armor Proficiency: Aligned characters are proficient with all simple weapons and their choice of any martial weapon. Aligned characters are proficient with light and medium armors, and with shields (except tower shields). Aligned Ability Descriptions Alignment Affinity (Ex): An aligned must choose one of the following: chaos, evil, good, or lawful. An aligned has insight into creatures of his chosen alignment type and gain an affinity bonus to all skill checks made in concerns to creatures of that alignment equal to his aligned level. This affinity however causes an aligned to have trouble dealing with creatures of the opposing alignment and causes him to suffer a deficiency penalty equal to his aligned level (except Intimidate checks) to all skill checks made in concerns to creatures of his opposing alignment. Alignment Blooded (Ex): For all effects related to race an aligned is considered to have his chosen alignment as a subtype in addition to his normal race. This subtype does not override his original creature type, nor does it grant an aligned has any of the traits normally associated with the subtype that are not specifically granted by the aligned aspect. Alignment Ability (Su): At 1st level, an aligned has chooses an alignment and gains the following benefits depending upon which alignment the aligned has picked. Spell-like abilities use twice the aligned level for determining caster level. Chaos: At 1st level, an aligned gains the ability to detect law at will. At 2nd level, an aligned gains smite law (similar to the paladin’s smite evil ability, but it only works against lawful creatures) once per day. This ability uses the aligned’s effective character level to determine its potency. At 3rd level, an aligned gains the ability to grant allies with the chaotic alignment, which are within 10 ft. of an aligned the benefits of his alignment protection and unwavering alignment abilities. At 4th level, an aligned gains the smite law ability a second time per day. At 5th level, an aligned gains the ability to call upon the alignment he serves to grant himself +4 Strength, +2 Will save, and 10 temporary hit points for a number of rounds equal to 3 + his Wisdom modifier. It is a free action to activate. Evil: At 1st level, an aligned gains the ability to detect good at will. At 2nd level, an aligned gains smite good (similar to the paladin’s smite evil ability, but it only works against good creatures) once per day. This ability uses the aligned’s effective

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Alignment affinity, alignment blooded, lesser alignment ability, aligned caster, alignment protection +1 Alignment ability, unwavering alignment, alignment protection +2, +1 Wisdom Alignment protection +3, alignment strike, improved alignment ability Alignment protection +4, greater alignment ability, +1 Wisdom

5

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Alignment protection +5, superior alignment ability

character level to determine its potency. At 3rd level, an aligned gains the ability to grant allies with the evil alignment, which are within 10 ft. of an aligned the benefits of his alignment protection and unwavering alignment abilities. At 4th level, an aligned gains the smite good ability a second time per day. At 5th level, an aligned gains the ability to call upon the alignment he serves to grant himself +4 Strength, +2 Will save, and 10 temporary hit points for a number of rounds equal to 3 + his Wisdom modifier. It is a free action to activate. Good: At 1st level, an aligned gains the ability to detect evil at will. At 2nd level, an aligned gains smite evil ability of the paladin of his aligned level once per day. This ability uses the aligned’s effective character level to determine its potency. At 3rd level, an aligned gains the ability to grant allies with the good alignment, which are within 10 ft. of an aligned the benefits of his alignment protection and unwavering alignment abilities. At 4th level, an aligned gains the smite evil ability a second time per day. At 5th level, an aligned gains the ability to call upon the alignment he serves to grant himself +4 Strength, +2 Will save, and 10 temporary hit points for a number of rounds equal to 3 + his Wisdom modifier. It is a free action to activate. Lawful: At 1st level, an aligned gains the ability to detect chaos at will. At 2nd level, an aligned gains smite chaos (similar to the paladin’s smite evil ability, but it only works against chaotic creatures) once per day. This ability uses the aligned’s effective character level to determine its potency. At 3rd level,

an aligned gains the ability to grant allies with the lawful alignment, which are within 10 ft. of an aligned the benefits of his alignment protection and unwavering alignment abilities. At 4th level, an aligned the gain smite chaos ability a second time per day. At 5th level, an aligned gains the ability to call upon the alignment he serves to grant himself +4 Strength, +2 Will save, and 10 temporary hit points for a number of rounds equal to 3 + his Wisdom modifier. It is a free action to activate. Aligned Caster (Ex): Aligned levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on creatures that share the caster’s chosen alignment (including himself) or when they have an alignment spell descriptor that matches the his chosen alignment. An aligned also gains access to the Ordered (if lawful), Profane (if evil), Sacred (if good), or Untamed (if chaotic) spell template. Alignment Protection (Su): At 1st level, an aligned gains a +1 aspect bonus to AC versus creatures that have an opposing alignment. An aligned also gains a +1 aspect bonus on saves versus the spell-like and supernatural abilities of creatures of an opposing alignment. This bonus increases by one every aligned level thereafter. Unwavering Alignment (Ex): At 2nd level, an aligned gains a +4 bonus to saving throws against mind-affecting spells, spell-like, and supernatural effects that originate from creatures of opposing alignment. Alignment Strike (Su): At 3rd level, his attacks count as empowered with his alignment for the purposes of damage reduction. If his attacks are already considered aligned he gains a +1 aspect bonus to attack and damage rolls against foes of the opposite alignment.

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Draconic Levels Draconics vary in appearance and demeanor as greatly as do the dragons they emulate. They are filled with immense pride and afflicted with even greater covetousness for treasures both precious in their value and elaborate in their form. Draconics are quite eccentric in character, but should never be underestimated in their abilities. Draconic Levels Restrictions: Must chose chromatic if evil and metallic if good. Neutral characters may choose one or the other. A character may only gain draconic levels in one type of dragon. Hit Dice: d10. Skill Points at Each Level: 4 + Int modifier. Class Skills: The draconic’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dream Weaving (Cha), Handle Progeny (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Speak Language (Int), Spellcraft (Int), Survival (Wis), Swim (Str), and Weavecraft (Int). Weapon and Armor Proficiency: Draconic characters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Saves: A draconic chooses one of the saving throw types to have a good progression, while the other two have poor progression. Table 2.12: The Draconic Level Base Fort Attack Save Bonus 1 +1 See Text 2 +2 See Text 3 +3 See Text 4 +4 See Text 5 +5 See Text

and counting his hoard. This time does not have to be taken all at once and can be split up during the day. A draconic’s hoard can be made up of a mixture of coins, gems, and other items of value, but must be at least one-half of the draconic’s total wealth. If unable to spend time with his hoard a draconic suffers a -1 morale penalty to his Strength for each day he has not spent with his hoard (up to a maximum of a –5 morale penalty to his Strength) and does not heal normally. The morale penalty to Strength disappears after the draconic spends at least three hours with his hoard at which time the draconic will begin to heal normally again. Note that objects stolen from a draconic do not count towards his hoard for purposes of this trait, though the draconic’s pride will most likely require him to retrieve it. Dragon Pride (Ex): A draconic is loathed to use any weapon, armor, or item that is not at least masterwork in quality. When forced to use a non-masterwork weapon a draconic suffers a -2 morale to his attack rolls. When not able to wear masterwork armor, his armor class suffers a -2 morale penalty armor class. Finally, a draconic forced to use a non-masterwork item suffers a -2 morale penalty to any skill checks made with the item. A draconic’s pride increases over time with the need to use magical weapons or armor, though not items, with at least a +1 bonus at fourth character level. The bonus required by dragon pride increases by a +1 bonus for every four character levels thereafter. Thus 12th-level draconic character would need a +3 magic weapon or armor in order to not suffer the morale penalty.

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See Text See Text See Text See Text See Text

Dragon affinity, dragon blooded, dragon hoard, dragon pride, lesser dragon ability, draconic caster, dragon-scaled +1 Dragon ability, darkvision, +1 Strength Dragon-scaled +2, draconic strike, improved dragon ability Greater dragon ability, +1 Strength Dragon-scaled +3, superior dragon ability

Draconic Ability Descriptions Dragon Affinity (Ex): A draconic has insight into the hearts of certain types of dragons and gain an affinity bonus to all skill checks made in concerns to dragons of either the chromatic or metallic types equal to his draconic level. This affinity to one type of dragon however causes a draconic to suffer in his interactions with its draconic counterparts and as such he suffers a deficiency penalty equal to his draconic level (except Intimidate checks) to all skill checks made in concerns to dragons of the opposite type. Dragon Blooded (Ex): For all effects related to race a draconic is considered a dragon in addition to his normal race. This subtype does not override his original creature type, nor does it grant a draconic any of the traits normally associated with the dragon type that are not 46 specifically granted by the draconic aspect. Dragon Hoard (Ex): A draconic must spend at least three hours each day examining, tending,

Dragon Ability (Varies): At 1st level, a draconic gains the following benefits depending upon which type of dragon a draconic chooses. Spell-like abilities use twice the draconic level for determining caster level. Black: At 1st level, a draconic gains the black dragon’s water breathing ability. At 2nd level, a draconic gains immunity to acid. At 3rd level, a draconic gains a breath weapon that creates a 60-foot line of acid, which deals 6d8 points of acid damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the spell-like ability to cast darkness 3 times per day. At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the ability to mimic a dragon’s frightful presence ability once per day when they use their breath weapon. If the latter is chosen, creatures within 60 feet are subject to the effect if they have fewer HD than the draconic’s effective character level.

Affected creatures must make a successful Will save (DC 20 + the draconic’s Charisma modifier) to become unaffected by the draconic’s frightful presence. Creatures with 4 HD or less, become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draconics with this ability ignore the frightful presence of other dragons. Blue: At 1st level, a draconic gains the spell-like ability to cast create/destroy water 3 times per day. At 2nd level, a draconic gains immunity to electricity. At 3rd level, a draconic gains a breath weapon that creates a 60-foot line of lightning, which deals 6d8 points of electricity damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the blue dragon’s sound imitation, though a draconic can only use it once per day for 1 minute per character level. At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the ability to mimic a dragon’s frightful presence ability once per day when they use their breath weapon. If the latter is chosen, creatures within 60 feet are subject to the effect if they have fewer HD than the draconic’s effective character level. Affected creatures must make a successful Will save (DC 20 + the draconic’s Charisma modifier) to become unaffected by the draconic’s frightful presence. Creatures with 4 HD or less, become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draconics with this ability ignore the frightful presence of other dragons. Brass: At 1st level, a draconic gains the spell-like ability to cast speak with animals 3 times per day. At 2nd level, a draconic gains immunity to fire. At 3rd level, a draconic gains a breath weapon that creates a 60-foot line of fire, which deals 6d8 points of fire damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the spell-like ability to cast endure elements once per day (with a radius of 10 ft. per draconic level). At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the option of using the brass dragon’s secondary breath weapon (cone of sleep; Will save or fall become helpless regardless of HD, for 1d6+3 rounds, See Appendix B for details on how sleep effects work in the Dream Plane) when using his breath weapon attack. If the later is chosen the draconic still only gains one use of the breath weapon, he just has the option to use the cone of sleep for one, and only one of them. Bronze: At 1st level, a draconic gains the bronze dragon’s water breathing ability. At 2nd level, a draconic gains immunity to electricity. At 3rd level, a draconic gains a breath weapon that creates a 60-foot line of lightning, which deals 6d8 points of electricity damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the bronze dragon’s alternate form supernatural ability (usable only once per day). At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the option of using the bronze dragon’s secondary breath weapon (cone of repulsion; Will save or be compelled to do nothing but move away from the draconic for 1d6+3 rounds) when using his breath weapon attack. If the later is chosen the draconic still only gains one use of the breath weapon he just has the option to use one or the other. Copper: At 1st level, a draconic gains the copper dragon’s

spider climb ability. At 2nd level, a draconic gains immunity to acid. At 3rd level, a draconic gains a breath weapon that creates a 60-foot line of acid, which deals 6d8 points of acid damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the spell-like ability to cast stone shape twice per day. At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the option of using the copper dragon’s secondary breath weapon (cone of slow; Fort save or be slowed for 1d6+3 rounds) when using his breath weapon attack. If the later is chosen the draconic still only gains one use of the breath weapon he just has the option to use one or the other. Gold: At 1st level, a draconic gains the gold dragon’s water breathing ability. At 2nd level, a draconic gains immunity to fire. At 3rd level, a draconic gains a breath weapon that creates a 30foot cone of fire, which deals 6d8 points of fire damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the gold dragon’s alternate form supernatural ability (usable only once per day). At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the option of using the gold dragon’s secondary breath weapon (cone of weakness; Fort save or suffer 3 points of Strength damage) when using his breath weapon attack. If the later is chosen the draconic still only gains one use of the breath weapon he just has the option to use one or the other. Green: At 1st level, a draconic gains green dragon’s water breathing ability. At 2nd level, a draconic gains immunity to acid. At 3rd level, a draconic gains a breath weapon that creates a 30-foot cone of corrosive gas, which deals 6d8 points of acid damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the spelllike ability to cast suggestion 3 times per day. At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the ability to mimic a dragon’s frightful presence ability once per day when they use their breath weapon. If the latter is chosen, creatures within 60 feet are subject to the effect if they have fewer HD than the draconic’s effective character level. Affected creatures must make a successful Will save (DC 20 + the draconic’s Charisma modifier) to become unaffected by the draconic’s frightful presence. Creatures with 4 HD or less, become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draconics with this ability ignore the frightful presence of other dragons. Red: At 1st level, a draconic gains the spell-like ability to locate object once per day. At 2nd level, a draconic gains immunity to fire. At 3rd level, a draconic gains a breath weapon that creates a 30-foot cone of fire, which deals 6d8 points of fire damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the spelllike ability to cast suggestion 3 times per day. At 5th level, a draconic gains either damage reduction 5/magic or the ability to mimic a dragon’s frightful presence ability once per day when they use their breath weapon. If the latter is chosen, creatures within 60 feet are 47 subject to the effect if they have fewer HD than the draconic’s effective character level. Affected

creatures must make a successful Will save (DC 20 + the draconic’s Charisma modifier) to become unaffected by the draconic’s frightful presence. Creatures with 4 HD or less, become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draconics with this ability ignore the frightful presence of other dragons. Silver: At 1st level, a draconic gains the silver dragon’s cloudwalking ability. At 2nd level, a draconic gains immunity to cold. At 3rd level, a draconic gains a breath weapon that creates a 30-foot cone of cold, which deals 6d8 points of cold damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the silver dragon’s alternate form supernatural ability (usable only once per day). At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the option of using the sliver dragon’s secondary breath weapon (cone of paralysis; Fort Save or be paralyzed for 1d6+3 rounds) when using his breath weapon attack. If the later is chosen the draconic still only gains one use of the breath weapon he just has the option to use one or the 48 other.

White: At 1st level, a draconic gains the white dragon’s icewalking ability. At 2nd level, a draconic gains immunity to cold. At 3rd level, a draconic gains a breath weapon that creates a 30-foot cone of cold, which deals 6d8 points of cold damage useable once per day. The Difficulty Class of the breath weapon is equal to 10 + twice his draconic level + his Constitution modifier. At 4th level, a draconic gains the spelllike ability to cast fog cloud 3 times per day. At 5th level, a draconic gains one of the following: damage reduction 5/magic, keen senses, or the ability to mimic a dragon’s frightful presence ability once per day when they use their breath weapon. If the latter is chosen, creatures within 60 feet are subject to the effect if they have fewer HD than the draconic’s effective character level. Affected creatures must make a successful Will save (DC 20 + the draconic’s Charisma modifier) to become unaffected by the draconic’s frightful presence. Creatures with 4 HD or less, become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Draconics with this ability ignore the frightful presence of other dragons. Draconic Caster (Ex): Draconic levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on dragons (including himself) or when they have an elemental spell descriptor that matches the his chosen dragon type. A draconic also gains access to the Focused spell template. Dragon-scaled (Ex): At 1st level, a draconic gains a +1 bonus to his natural armor. This bonus increases by one for every two draconic level thereafter (3rd and 5th levels). Darkvision (Ex): At 2nd level, a draconic gains darkvision 60 feet, if a draconic already has darkvision add 30 feet to its range. Draconic Strike (Ex): At 3rd level, a draconic gains the natural bite (1d8) and claw (1d6 damage) attacks of a dragon.

Elemental-born Levels Elemental-born take upon themselves the qualities associated with their chosen element. Air-born creatures are carefree and quick, while earth-born are practical and plodding. On the other hand, the fire-born are fierce and fervent when compared to the water-born’s placid and prudent nature. Elemental-born Levels Restrictions: A character may only gain elemental levels in one type of element. Hit Dice: d8. Skill Points at Each Level: 2 + Int modifier. Class Skills: The elemental-born’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Dream Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha), Knowledge (the planes) (Int), Profession (Wis), Speak Language (Int), Spellcraft (Int), and Weavecraft (Int). In addition, elemental-born characters gain bonus class skills from their choice of element. Air and water elemental characters gain Diplomacy (Cha) and Sense Motive (Wis). Earth and fire elemental characters gain Climb (Str) and Jump (Str). Weapon and Armor Proficiency: Elemental-born characters are proficient with all simple weapons. Air elementals are proficient with all martial piercing weapons. Earth and water elementals are proficient with all martial bludgeoning weapons. Fire elementals are proficient with all martial slashing weapons. They are not proficient with any type of armor or shield. Saves: Air and fire elemental characters have good Reflex saves, while earth and water elemental characters have good Fortitude saves. Table 2.13: The Elemental-born Level Base Fort Ref Attack Save Save Bonus 1 +0 See See Text Text 2 +1 See See Text Text 3 +2 See See Text Text 4 +3 See See Text Text 5 +3 See See Text Text

born any of the traits normally associated with his chosen elemental type that are not specifically granted by the elemental aspect. Elemental Weakness (Ex): An elemental-born gains the following weaknesses depending upon the element he chose. Air (Ex): It has a vulnerability to acid, which means it takes half again as much (+50%) damage as normal from acid, regardless of whether a saving throw is allowed, or if the save is a success or failure. Earth (Ex): It has a vulnerability to electricity or sonic damage, which means it takes half again as much (+50%) damage as normal from electricity or sonic sources, regardless of whether a saving throw is allowed, or if the save is a success or failure. Fire (Ex): It has a vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure. Water (Ex): It has a vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure. Elemental Ability (Su): At 1st level, an elemental-born gains the following benefits depending upon which element he chose. Air (Ex): At 1st level, an elemental-born gains Auran as a bonus language and the Improved Initiative feat. At 2nd level, an elemental-born’s gains a +1 deflection bonus versus ranged attacks and his unarmed or metallic weapon attacks deal 1 point of electricity damage on a successful attack. At 3rd level, the elemental-born gains a +2 deflection bonus to ranged attacks and his unarmed and metallic weapon attacks deal 1d4 points of electricity damage. At 4th level, the elemental-born gains a +3

Will Save

Special

+0

Elemental affinity, elemental blooded, elemental weakness, lesser elemental ability, elemental resilience +1 Darkvision, elemental ability, elemental immunity, elemental resilience +2, +1 Dexterity (air, fire) or +1 Strength (earth, water) Elemental breath, elemental resilience +3, improved elemental ability

+0 +1 +1 +1

Elemental resilience +4, greater elemental ability, +1 Dexterity (air, fire) or +1 Strength (earth, water) Elemental movement, elemental resilience +5, superior elemental ability

Elemental-born Ability Descriptions Elemental Affinity (Ex): An elemental-born must choose one of the following: air, earth, fire, or water. An elementalborn has insight into creatures of his chosen elemental type and gain an affinity bonus to all skill checks made in concerns to elementals of that type equal to his elemental-born level. This affinity however causes an elemental-born to have trouble dealing with elementals of the opposing type and causes him to suffer a deficiency penalty equal to his elemental-born level (except Intimidate checks) to all skill checks made in concerns to opposing elementals. Elemental Blooded (Ex): For all effects related to race an elemental-born is considered to have his chosen elemental subtype in addition to his normal race. This subtype does not override his original creature type, nor does it grant an elemental-

deflection bonus to ranged attacks and his unarmed and metallic weapon attacks deal 2d4 points of electricity damage. At 5th level, the elemental-born gains a +4 deflection bonus to ranged attacks and his unarmed and metallic weapon attacks deal 3d4 points of electricity damage. Earth (Ex): At 1st level, an elemental-born gains Terran as a bonus language and the Power Attack feat (even if the elementalborn does not have the prerequisites for it). At 2nd level, an elemental-born’s unarmed or metallic melee weapon attacks gain a +1 bonus to attack and deal 1 point of extra damage on a successful attack if both it and its opponent are touching the ground. At 3rd level, the elemental49 born’s attack bonus increases to +2 and its extra damage to 1d4 points. At 4th level, the elemental-born’s attack bonus increases to +3

and its extra damage to 2d4 points. At 3rd level, the elementalborn’s attack bonus increases to +4 and its extra damage to 3d4 points. Fire (Ex): At 1st level, an elemental-born gains Ignan as a bonus language and the Improved Initiative feat. At 2nd level, an elemental-born’s unarmed or metallic weapon attacks deal 1 point of fire damage on a successful attack. Creatures struck by the elemental-born’s unarmed or metallic weapon attacks must make a Reflex save (DC 10 + fire damage dealt by attack) or catch fire. Creatures that have caught fire take 1d6 points of fire damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means that he takes another 1d6 points of fire damage. Success means that the fire has gone out and the opponent is no longer on fire. A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make Reflex save (DC 10 + fire damage dealt by attack) for each item. Flammable items that fail take the same amount of damage as the character. At 3rd level, the elemental-born’s unarmed and metallic weapon attacks deal 1d4 points of fire damage. At 4th level, the elemental-born’s unarmed and metallic weapon attacks deal 2d4 points of fire damage. At 5th level, the elemental-born’s unarmed and metallic weapon attacks deal 3d4 points of fire damage. Water (Ex): At 1st level, an elemental-born gains Aquan as a bonus language and the Power Attack feat (even if the elementalborn does not have the prerequisites for it). At 2nd level, an elemental-born’s gains a +1 deflection bonus versus melee attacks and his unarmed or metallic weapon attacks deal 1 point of cold damage on a successful attack. At 3rd level, the elemental-born gains a +2 deflection bonus to melee attacks and his unarmed and metallic weapon attacks deal 1d4 points of cold damage. At 4th level, the elemental-born gains a +3 deflection bonus to melee attacks and his unarmed and metallic weapon attacks deal 2d4 points of cold damage. At 5th level, the elemental-born gains a +4 deflection bonus 50 to melee attacks and his unarmed and metallic weapon attacks deal 3d4 points of cold damage.

Elemental Resilience (Ex): At 1st level, an elementalborn gains a +1 aspect bonus to saves involving poison, sleep, paralysis, and stunning effects, due to his elemental birthright. This bonus increases by one for every elemental-born level thereafter. Elemental Caster (Ex): Elemental-born levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on elementals (including himself) or when they have an elemental spell descriptor that matches the his chosen elemental type. Air also applies their elemental-born levels towards electricity spells, while earth does the same with acid spells, and water with cold spells. An elemental-born also gains access to an Intensify (Energy) spell template that corresponds with their elemental type. Darkvision (Ex): At 2nd level, an elemental-born gains darkvision 60 feet, if an elementalborn already has darkvision add 30 feet to its range. Elemental Immunity (Ex): At 2nd level, an elemental-born gains immunity to a particular energy depending upon his chosen elemental type: Air (electricity), earth (acid), fire (fire), and water (cold). Elemental Breath (Su): At 3rd level, an elemental-born gains the ability to breath a 30-foot cone of elemental energy depending upon the elemental type an elemental-born has chosen: air (electricity), earth (acid), fire (fire), or water (cold). An elementalborn can use this ability once per day and it deals 6d8 points of damage (Reflex save DC 10 + 1/2 his HD + his Constitution modifier to suffer half damage). Elemental Movement (Ex): At 5th level, an elementalborn gains a new mode of travel depending upon his chosen element. Air grants an elemental-born a 30 ft. fly speed with good maneuverability, earth grants elemental-born the earth glide ability of an earth elemental, fire grants +10 ft. aspect bonus to base speed, and water grants a 30 ft. swim speed.

Fey-blooded Levels Fey-blooded are free spirits full of wanderlust and constantly seeking to fulfill their fancies and whims. They can be fast friends or devious enemies with a luck that saves the former and ruins the later. Fey-blooded Levels Restrictions: A character may only gain fey-blooded levels in one type of fey. Hit Dice: d6. Skill Points at Each Level: 4 + Int modifier. Class Skills: The fey-blooded’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Dream Weaving (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Progeny (Cha), Hide (Dex), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Weavecraft (Int). Weapon and Armor Proficiency: Fey-blooded characters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Table 2.14: The Fey-blooded Level Base Fort Ref Attack Save Save Bonus 1 +0 +0 +2

Attack feat for free. At 3rd level, his fly speed increases to a 40 ft. base. At 4th level, his maneuverability increases to good. At 5th level, his fly speed increases to a 60 ft. base. Beautiful: A fey-blooded gains the ability take 10 on Diplomacy and Perform checks even if stress and distractions would normally prevent him from doing so. At 2nd level, a feyblooded gains a +1 aspect bonus to Charisma. At 3rd level, a feyblooded gains the nymph’s stunning glance supernatural ability. This ability can only be activated once per day as a standard action and has a Will save (DC 10 + twice the fey-blooded’s level + his charisma modifier). This ability can only be activated once per day for one round and has a Fortitude save (DC 10 + one half his hit dice + his charisma modifier). At 4th level, a fey-blooded gains a +1 aspect bonus to Charisma. At 5th level, a fey-blooded gains the nymph’s blinding beauty supernatural ability. This ability can only be activated once per day for one round and has a Will save (DC 10 + twice the fey-blooded’s level + his charisma modifier). Charming: A fey-blooded gains the ability take 10 on Bluff and Diplomacy checks even if stress and distractions would normally prevent him from doing so. At 2nd level, a fey-blooded gains a +1 aspect bonus to Charisma. At 3rd level, a fey-blooded gains the spell-like ability to cast charm monster once per day. At

Will Save

Special

+2

Fey affinity, fey blooded, lesser fey ability, fey caster, fey quickness +1

2

+1

+0

+3

+3

Fey ability, fey’s luck (1/day), low-light vision, +1 Dexterity (bat winged, gossamer winged, invisible, jinx, or lucky) or +1 Charisma (beautiful, charming, or fey-eyed)

3

+1

+1

+3

+3

Improved fey ability, spell resistance; fey quickness +2

4

+2

+1

+4

+4

Fey’s luck (2/day), greater fey ability, +1 Dexterity (bat winged, gossamer winged, invisible, jinx, or lucky) or +1 Charisma (beautiful, charming, or fey-eyed)

5

+2

+1

+4

+4

Damage reduction 5/cold iron, fey quickness +3, superior fey ability

Fey-blooded Ability Descriptions Fey Affinity (Ex): A fey-blooded has insight into fey and gain an affinity bonus to all skill checks made in concerns to fey equal to his fey-blooded level. This understanding of the fey however causes a fey-blooded to suffer in his interactions with undead and as such he suffers a deficiency penalty equal to his fey-blooded level (except Intimidate checks) to all skill checks made in concerns to undead. Fey Blooded (Ex): For all effects related to race a feyblooded is considered a fey in addition to his normal race. This subtype does not override his original creature type, nor does it grant a fey-blooded any of the traits normally associated with the fey type that are not specifically granted by the fey-blooded aspect. Fey Ability (Varies): At 1st level, a fey-blooded chooses one of the following fey types: bat winged (must not be good), beautiful, charming, fey-eyed, gossamer winged (must not be evil), invisible, jinx (must not be good), or lucky (must not be evil). Bat Winged: A fey-blooded gains a 20 ft. fly speed at average maneuverability. At 2nd level, a fey-blooded gains the Flyby

4th level, a fey-blooded gains a +1 aspect bonus to Charisma. At 5th level, a fey-blooded gains the ability to cast charm monster up to three times per day. Fey-eyed: A fey-blooded gains the ability take 10 on Sense Motive and Spot checks even if stress and distractions would normally prevent him from doing so. At 2nd level, a feyblooded gains a +3 aspect bonus to Search and Spot. At 3rd level, a fey-blooded is entitled to make a Search check if a feyblooded passes within 5 feet of a secret or concealed door as if he were actively looking for it. If the fey-blooded already has this ability he gains a +5 aspect bonus to Search checks to find secret and concealed doors. At 4th level, a fey-blooded gains the supernatural ability to see invisible objects and creatures as per the see invisibility spell. At 5th level, a fey-blooded gains the spell-like ability to cast true seeing once per day. Gossamer Winged: A fey-blooded gains a 20 ft. fly speed at average maneuverability. At 2nd level, a fey-blooded gains the Hover feat for free. At 3rd level, his fly speed increases to a 40 ft. base. At 4th level, his 51 maneuverability increases to good. At 5th level, his fly speed increases to a 60 ft. base.

Invisible: A fey-blooded gains the ability take 10 on Hide and Move Silently checks even if stress and distractions would normally prevent him from doing so. At 2nd level, a fey-blooded gains the spell-like ability to turn invisible as per the invisibility spell once per day. At 3rd level, a fey-blooded gains the ability to cast invisibility on himself up to three times per day. At 4th level, a fey-blooded gains the spell-like ability to turn invisible as per the greater invisibility spell once per day. At 5th level, a feyblooded gains the ability to cast greater invisibility on himself up to three times per day. Jinx: A fey-blooded gains the ability to apply a -4 aspect penalty once per day to any one attack roll, skill check, Reflex saving throw his opponent makes before the results are known. At 2nd level, a fey-blooded may once per day apply a -8 aspect penalty to any one attack roll, skill check, or saving throw his opponent makes before the results are known, this is in addition to any previous jinx abilities. At 3rd level, a fey-blooded gains the ability once per day to declare an attack roll, skill check, or Reflex saving throw fallible and treat it as if his opponent rolled a 1. A fey-blooded must do this before his opponent rolls and it does not affect any roll that does not determine the success or failure of an action. At 4th level, a fey-blooded may once per day apply a -12 aspect penalty to any one attack roll, skill check, or saving throw his opponent makes before the results are known, this is in addition to any previous jinx abilities. At 5th level, a fey-blooded gains a second use of the fallible action ability. Lucky: A fey-blooded gains the ability to apply a +2 aspect bonus once per day to any one attack roll, skill check, Reflex saving throw a fey-blooded makes after the results are known. At 2nd level, a fey-blooded may once per day apply a +4 aspect bonus to any one attack roll, skill check, or saving throw he makes after the results are known, this is in addition to any previous lucky abilities. At 3rd level, a fey-blooded gains the ability once per 52 day to declare an attack roll, skill check, or Reflex saving throw infallible and treat it as

if he rolled a 20. A fey-blooded must do this before rolling and it does not affect any roll that does not determine the success or failure of an action. At 4th level, a fey-blooded may once per day apply a +6 aspect bonus to any one attack roll, skill check, or saving throw he makes after the results are known, this is in addition to any previous lucky abilities. At 5th level, a fey-blooded gains a second use of the infallible action ability. Fey Caster (Ex): Fey-blooded levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on fey (including himself) or when they have the mind-affecting spell descriptor. A fey-blooded also gains access to the Untamed spell template. Fey Quickness (Ex): At 1st level, a fey-blooded gains a +1 aspect bonus to Initiative and AC. The AC bonus is lost whenever the fey-blooded ever loses their dexterity bonus. The bonus increases by one every other fey-blooded level thereafter (3rd and 5th levels). Fey’s Luck (Su): At 2nd level, a fey-blooded can, once per day, reroll any attack roll, saving throw, or ability or skill check he has just made with a +2 circumstance bonus. The fey-blooded must keep the second result. At 4th level, a fey-blooded can use this ability a second time per day, but not on the same roll. Lowlight Vision (Ex): At 2nd level, a fey-blooded gains low-light vision, if a fey-blooded already have low-light vision increase the benefits it grants by one half. Spell Resistance (Su): At 3rd level, a fey-blooded gains spell resistance equal to 11 + twice his fey-blooded levels. If a feyblooded already has spell resistance increase his spell resistance by the number of fey-blooded levels he has.

Green-heart Levels Green-hearts have a close connection to the earth and all things that grow. They have an organic mind and are adaptive to their environment, but can be impassive to the plight of others. Green-heart Levels Restrictions: A character must be one of the following alignments to choose green-heart levels: chaotic neutral, lawful neutral, neutral evil, neutral good, or true neutral. A character may only gain greenheart levels in one type of plant. Hit Dice: d8. Skill Points at Each Level: 2 + Int modifier. Class Skills: The green-heart’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Dream Weaving (Cha), Handle Progeny (Cha), Hide (Dex), Knowledge (geography) (Int), Knowledge (nature) (Int), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Rope (Dex), and Weavecraft (Int). Weapon and Armor Proficiency: Green-heart characters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Table 2.15: The Green-heart Level Base Fort Ref Attack Save Save Bonus 1 +0 +2 +0

slam attack deals double damage against objects. Vegetative: A green-heart gains electricity resistance 5. At 2nd level, his electricity resistance to 10 and gain fire resistance 5. At 3rd level, a green-heart gains a +3 aspect bonus to Hide and Survival checks in swampy and forested areas. At 4th level, his electricity resistance increases to 15 and fire resistance to 10. At 5th level, his electricity resistance increases to 25 and fire resistance to 15. Vine: A green-heart gains the spell-like ability to entangle once per day. At 2nd level, a green-heart gains cold and fire resistance 5. At 3rd level, a green-heart gains the improved grab ability. At 4th level his cold and fire resistance increase to 10. At 5th level, a green-heart gains the constrict special attack. Green Caster (Ex): Green-heart levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on plants (including himself) or when they have the earth or water spell descriptors. A green-heart also gains access to the Revitalizing spell templates. Green-mind (Ex): At 1st level, a green-heart gains a +1 aspect bonus to saves involving mind-affecting effects. This bonus increases by one for every green-heart level.

Will Save

Special

+0

1st green body, green affinity, green blooded, lesser green ability, green caster, greenmind +1, natural armor +1 2nd green body, green ability, green-mind +2, low-light, +1 Wisdom

2

+1

+3

+0

+0

3

+2

+3

+1

+1

4

+3

+4

+1

+1

5

+3

+4

+1

+1

3rd green body, green-mind +3, improved green ability, natural armor +2, greater woodland stride 4th green body, greater green ability, green-mind +4, +1 Wisdom 5th green body, damage reduction 5/slashing, green-mind +5; natural armor +3, superior green ability

Green-heart Ability Descriptions Green Affinity (Ex): A green-heart has insight into plants and gain an affinity bonus to all skill checks made in concerns to plants equal to his green-heart level. This understanding of plants however causes a green-heart to suffer in his interactions with vermin and as such he suffers a deficiency penalty to all skill checks made in concerns to vermin equal to his green-heart level, except Intimidate checks. Green Blooded (Ex): For all effects related to race a greenheart is considered a plant in addition to his normal race. This subtype does not override his original creature type, nor does it grant a green-heart any of the traits normally associated with the plant type that are not specifically granted by the greenheart aspect. Green Ability (Varies): At 1st level, a green-heart chooses one of the following plant types: fungus, tree, vegetative, or vine. Fungus: A green-heart gains a 10% chance for normal damage to be dealt when a critical hit or sneak attack is scored by an opponent against him. This chance increases to 25% at 2nd level, 50% at 3rd level, 75% at 4th level, and 100% at 5th level. Tree: A green-heart gains the spell-like ability to cast shillelagh once per day. At 2nd level, a green-heart gains the spell-like ability to cast tree shape or warp wood once per day. At 3rd level, a green-heart gains damage reduction 5/slashing. At 4th level, a green-heart gains a slam attack (1d6). At 5th level, his

Green-body (Ex): At 1st level and every level thereafter a green-heart, chooses one of the following to be immune to: poison, sleep, paralysis, stunning, or polymorph effects. Lowlight Vision (Ex): At 2nd level, a green-heart gains low-light vision, if a green-heart already have low-light vision increase the benefits it grants by one half. Greater Woodland Stride (Ex): Starting at 3rd level, a greenheart may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Unlike, normal woodland stride, a green-heart can move through enchanted and magically manipulated thorns, briars, and overgrown areas without taking damage or suffering any other impairment.

53

Luminary Levels Luminaries range from personifications of darkness to heralds of the light. They can be shadowy figures as well, but each has a heart to match their appearance. The darkened are void of love, whereas the radiants are constant in their devotions. The shadowed straddle the line between the two. Luminary Levels Restrictions: Must chose darkened or shadowed if evil and radiant or shadowed if good. Neutral characters may choose any luminary type. A character may only gain luminary levels in one type of illumination. Hit Dice: d8. Skill Points at Each Level: 2 + Int modifier. Class Skills: The luminary’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Dream Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha), Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and Weavecraft (Int). In addition, luminary characters gain bonus class skills from their choice of element. Darkened and shadowed characters gain Bluff (Cha), Disguise (Dex), Hide (Dex), and Sleight of Hand (Dex). Radiant characters gain Diplomacy (Cha), Gather Information (Cha), Search (Int), and Sense Motive (Wis). Weapon and Armor Proficiency: Luminary characters are proficient with all simple weapons. Luminary characters are proficient with light armor, but not with shields. Table 2.16: The Luminary Level Base Fort Ref Attack Save Save Bonus 1 +0 +0 +0

action for one round. The luminary is not affected by the concealment caused by his own aura. At 5th level, his aura can be extended up to a radius of 30 feet as a free action. Radiant: A luminary gains low-light vision, if a luminary already has low-light vision increase the benefits it grants by one half. At 2nd level, a supernatural aura of light surrounds a luminary in a 20-foot radius and discomforts and pains those that are sensitive to bright light. He may suppress his aura at will as a free action. At 3rd level, his aura can be extended out to a radius of 40 feet as a free action. At 4th level, a luminary can as a standard action make his aura dazzle those within its area who fail a Fortitude save (DC 10 + luminary levels + his Charisma modifier), except himself. At 5th level, his aura can be extended up to a radius of 60 feet as a free action. Shadowed: A luminary gains low-light vision, if a luminary already has low-light vision increase the benefits it grants by one half. At 2nd level, a luminary gains a supernatural aura of shadow, which grants a luminary concealment (20% miss chance). The luminary is not affected by the concealment caused by his own aura. He may also suppress his aura at will as a free action. At 3rd level, his aura can be extended out to a radius of 15 feet as a free action. At 4th level, a luminary gains the ability to displace himself within his aura as per the displacement spell as a standard action for one round. At 5th level, his aura can be extended up to a radius of 30 feet as a free action. Control Luminosity (Sp): At 1st level, a luminary gains one

Will Save

Special

+2

1st luminary talent, control luminosity (1/day), lesser luminary ability, luminous caster 2nd luminary talent, control luminosity (2/day), favored illumination +2, luminary ability, +1 Dexterity (darkened or shadowed) or +1 Charisma (radiant) 3rd luminary talent, control luminosity (3/day), improved luminary ability, intensify aura (1/day) 4th luminary talent, control luminosity (4/day), favored illumination +4, greater luminary ability, intensify aura (2/day), +1 Dexterity (darkened or shadowed) or +1 Charisma (radiant) 5th luminary talent, control luminosity (5/day), focus luminosity, intensify aura (3/day), superior luminary ability

2

+1

+0

+0

+3

3

+2

+1

+1

+3

4

+3

+1

+1

+4

5

+3

+1

+1

+4

Luminary Ability Descriptions Luminary Ability (Varies): At 1st level, a luminary chooses one of the following luminary types: darkened, radiant, or shadowed. Note that the highest level luminary’s aura takes precedence and that luminaries of equal luminary level cancel out each other’s auras resulting in the natural lighting conditions prevailing. Darkened: A luminary gains darkvision 60 feet, if a luminary already has darkvision add 30 feet to its range. A luminary also suffers a –1 circumstance penalty to all attack rolls, saves and checks while operating in bright light. At 2nd level, a luminary gains a supernatural aura of darkness, which grants a luminary concealment (20% miss chance). The luminary is not affected by the concealment caused by his own aura. He may also suppress his aura at will as a free action. At 3rd level, his aura can be extended out to a radius of 15 feet 54 as a free action. At 4th level, a luminary can increase the strength of the aura to provide total concealment (50% miss chance) as a standard

of the following spell-like abilities depending upon his luminary type. A luminary gains an additional use of these spell-like abilities every luminary level thereafter. Darkened: A luminary gains the ability to cast the darkness spell. Radiant: A luminary gains the ability to cast the daylight spell. Shadowed: A luminary gains the ability to cast the greater invisibility spell (is considered to have the darkness descriptor and only works in shadowed areas; is immediately dispelled if luminary enters an area of total darkness or bright light). Luminous Caster (Ex): Luminary levels count towards a spellcaster’s caster level when the spells or spell-like abilities are cast on himself. Radiant luminaries also apply their level towards spells with the light descriptor and darkened and shadowed luminaries toward spells with the darkness descriptor. A luminary also gains access to the Obscuring (if darkened or shadowed) or Brilliant (if radiant) spell template. Luminary Talent (Ex): At 1st level, a luminary gains a +2

aspect bonus to a skill that appears on his luminary class skill list. At every luminary level thereafter (2nd, 3rd, 4th, and 5th levels), the luminary character may select an additional skill from those on his luminary class list to grant a +2 aspect bonus to. In addition, at each such interval, the bonus to one skill (including the one just selected, if so desired) increases by 2. Favored Illumination (Ex): At 2nd level, a luminary gains a +2 aspect bonus to all attack rolls, saves, and checks while within an area that has a natural illumination, which corresponds with his chosen luminary type. If darkened, a luminary gains the bonus when in total darkness. If radiant, a luminary gains the bonus while within bright light. If shadowed, a luminary gains the benefit while within shadow. The illumination must be natural and not caused by any spelllike or supernatural effect. At 4th level, this bonus increases to +4. Intensify Aura (Su): At 3rd level, once per day a luminary gains the ability to double his aura’s maximum size for one minute. At 4th and 5th levels, a luminary gains the ability to do this an additional time per day. Focus Luminosity (Sp): At 5th level, a luminary gains one of the following spelllike abilities depending upon his luminary type. Darkened: A luminary gains the ability to cast an extended deeper darkness spell once per day.

Radiant: A luminary gains the ability to cast an enlarged searing light spell once per day. Shadowed: A luminary gains the ability to cast the shadow conjuration spell once per day (is considered to have the darkness descriptor).

55

Paragon Levels Paragons are the exemplars of the physical and mental traits of all creatures. They are amplified in their abilities and in the personalities associated with each. One can often tell when a paragon walks into the room as an aura of ability surrounds them and fills them and their allies with confidence. Table 2.17: The Paragon Level Base Fort Attack Save Bonus 1 See See Text Text 2 See See Text Text 3 See See Text Text 4 See See Text Text 5 See See Text Text

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Special

See Text See Text See Text See Text See Text

See Text See Text See Text See Text See Text

Ability boost (1/day), ability guidance (1/day), lesser paragon ability; paragon caster Ability boost (2/day), paragon ability, +1 to chosen ability score Ability boost (3/day), ability guidance (2/day), aura of ability (1/day), improved paragon ability Ability boost (4/day), greater paragon ability, +1 to chosen ability score Ability boost (5/day), ability guidance (3/day), aura of ability (2/day), superior paragon ability

Paragon Levels Restrictions: Must have at least a 13 or better in the ability score a character wishes to be a paragon for. A character may only gain paragon levels in one type of ability. Hit Dice: Paragons of Constitution gain d12 hit points per level, paragons of Strength gain d10 hit points per level, paragons of Dexterity and Wisdom gain d8 hit points per level, and paragons of Intelligence and Charisma gain d6 hit points per level. Skill Points at Each Level: Paragons of Intelligence and Charisma gain 8 + Int modifier skill points per level, paragons of Dexterity and Wisdom gain 4 + Int modifier skill points per per level, and paragons of Strength and Constitution gain 2+ Int modifier skill points per level. Class Skills: The paragon’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Dream Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha), Knowledge (see below) (Int), Profession (Wis), Spellcraft (Int), and Weavecraft (Int). Paragons treat all skills based on their chosen ability as class skills, in addition Wisdom treats Knowledge (dungeoneering, geography, nature, and religion) as class skills and Charisma treats (local, nobility and royalty) as class skills. Weapon and Armor Proficiency: Paragon characters are proficient with all simple weapons. They are not proficient with any type of armor or shield. Paragons of Strength are proficient with all martial melee weapons. Paragons of Dexterity are proficient with all martial ranged weapons. Paragons of Constitution and Wisdom are proficient with light and medium armor, but not shields. Base Attack Bonus: Paragons of Strength and Dexterity have good base attack bonus progression. Paragons of Constitution and Wisdom have average base attack bonus progression. Finally, paragons of Intelligence and Charisma have poor base attack bonus progression. Saves: Paragons of Strength and Constitution have good Fortitude saves. Paragons of 56 Dexterity have good Reflex saves. Finally, paragons of Intelligence, Wisdom, and Charisma have good Will saves.

Paragon Ability Descriptions Paragon Ability (Ex): At 1st level, a paragon chooses one of the following paragon types: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Strength: At 1st, 3rd, and 5th levels, a paragon gains a +2 aspect bonus to all Climb, Jump, and Swim checks, and have an effective increase to his Strength of two when determining carrying capacity. At 2nd and 4th levels, a paragon gains a +1 aspect bonus to all melee and damage rolls and Strength and grapple checks. Dexterity: At 1st, 3rd, and 5th level a paragon gains a +1 aspect bonus to Initiative and Reflex saves and a 5 feet aspect bonus increase to base speed. At 2nd level and 4th level, a paragon gains a +1 dodge bonus to AC and a +2 aspect bonus to any two Dexterity based skill. Constitution: At 1st level, a paragon gains one extra hit point per character level. At 2nd level and every level thereafter a paragon gains a +1 aspect bonus to Fortitude saves and the toughness feat. Intelligence: At 1st level and every two levels thereafter (3rd and 5th levels) a paragon gains a +1 aspect bonus to Intelligence. At 2nd and 4th level a paragon gains a +2 aspect bonus to any three Intelligence based skills. Wisdom: At 1st level and every two levels thereafter (3rd and 5th levels) a paragon gains a +1 aspect bonus to Wisdom. At 2nd and 4th level a paragon gains a +1 aspect bonus to Will saves and a +2 aspect bonus to any two Wisdom based skills. Charisma: At 1st level and every two levels thereafter (3rd and 5th levels) a paragon gains a +1 aspect bonus to Charisma. At 2nd and 4th level a paragon gains a +2 aspect bonus to any three Charisma based skills. Paragon Caster (Ex): Paragon levels count towards a spellcaster’s caster level when the spells or spell-like abilities are cast on himself. Paragons of Strength also count their paragon levels toward spells with the fire and force descriptors. Paragons of Dexterity count their paragon levels toward spells with the air and water descriptors. Paragons of Constitution count their paragon levels toward spells with the earth and force descriptors.

Paragons of Intelligence, Wisdom, and Charisma count their paragon levels toward spells with the mind-affecting descriptor. A paragon also gains access to the Countering (if Intelligent), Lucky (if Charisma), Seeker (if Dexterity), Reinforced (Constitution), Revitalizing (if Wisdom), or Stunning (if Strength) spell template. Ability Boost (Su): At 1st level and every level thereafter, a paragon gains the supernatural ability to grant himself, once per day, an enhancement bonus to his ability score equal to his paragon level for a number of rounds equal to 3 + his newly improved chosen ability modifier. After this boost ends a paragon becomes fatigued for the duration of the current encounter. Ability Guidance (Su): At 1st level and every two levels thereafter (3rd and 5th levels), a paragon gains the supernatural ability to re-roll any roll a paragon has just made that is related to his chosen ability score (except attack or damage rolls) with a +2 circumstance bonus. The paragon must keep the second result. Aura of Ability (Su): At 3rd level, a paragon gains the ability to grant allies within 10 feet of him an aspect bonus to their corresponding ability score once per day equal to his ability modifier for one minute per paragon level. At 5th level, a paragon gains an additional use of this ability.

Planar Levels Planars take their forms in reflection of the planar creatures they most identify with. The good take upon themselves the aspects of the archon and become beacons of light and truth, while the evil take upon themselves the traits of demons and devils and foster malice wherever they go. Those with a neutral bent find themselves allied with the shape of the janni. All are strong in their beliefs and true to themselves. Table 2.18: The Planar Level Base Fort Attack Save Bonus 1 +1 +2

Survival (Wis), and Weavecraft (Int). In addition, elemental-born characters gain bonus class skills from their choice of element. Archon characters gain Heal (Wis), Listen (Wis), and Spot (Wis). Demon and devil characters gain Bluff (Cha) and Disguise (Cha), Knowledge (any) (Int). Janni characters gain Appraise (Int), Escape Artist (Dex), Ride (Dex), and Use Rope (Dex). Weapon and Armor Proficiency: Planar characters are proficient with all simple weapons and their choice of any one martial weapon. They are proficient with light and medium armor, but not shields. Planar Ability Descriptions Planar Affinity (Ex): A planar has insight into the planar psyche and gain an affinity bonus to all skill checks made in concerns to outsiders with the same alignment as hiss (good, evil, or neutral) equal to his planar level. This affinity to planar creatures however causes a planar to suffer in his interactions with outsiders of the opposite alignment and as such a planar suffers a deficiency penalty to all skill checks made in concerns to such outsiders equal to his planar level (except Intimidate checks). Janni choose whether good or evil outsiders are their “opposite” alignment. Planar Blooded (Ex): For all effects related to race a planar is considered a native outsider in addition to his normal race. This subtype does not override his original creature type, nor does it grant a planar any of the traits normally associated with the native subtype that are not specifically granted by the planar aspect. Planar Ability (Ex): At 1st level, a planar chooses one of the following planar types: archon, demon, devil, or janni. Archon: At 1st level, a planar gains lowlight vision, if a planar already has low-light vision increase the benefits it grants by one half and a +4 aspect bonus to Fortitude saves against poison. At

Ref Save

Will Save

Special

+0

+2

Planar affinity, planar blooded, lesser planar ability, planar caster, planar manifestation (1/day) Darkvision, planar ability, planar manifestation (2/day), +1 Intelligence (demon or janni) or +1 Charisma (archon or devil) Improved planar ability, planar manifestation (3/day)

2

+2

+3

+0

+3

3

+3

+3

+1

+3

4

+4

+4

+1

+4

5

+5

+4

+1

+4

Greater planar ability, planar manifestation (4/day); +1 Intelligence (demon or janni) or +1 Charisma (archon or devil) Planar manifestation (5/day), planar protection, superior planar ability

Planar Levels Restrictions: A character must be good alignment to choose archon. A character must be chaotic evil to choose demon. A character must be lawful evil to choose devils. A character must be one of the following alignments to choose janni: chaotic neutral, lawful neutral, neutral evil, neutral good, or true neutral. A character may only gain planar levels in one type of outsider. Hit Dice: d8. Skill Points at Each Level: 4 + Int modifier. Class Skills: The planar’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Dream Weaving (Cha), Handle Progeny (Cha), Hide (Dex), Intimidate (Cha), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),

2nd level, a planar gains immunity to petrification. At 3rd level, a planar gains immunity to electricity. At 4th level, a planar gains the archon’s tongues supernatural ability. At 5th level, a planar gains the archon’s aura of menace, except the Difficulty Class is equal to 10 + half his character level + his Charisma modifier. Demon: At 1st level, a planar gains the Improved Initiative and Power Attack feats for free (even if a planar normally would not meet the prerequisites). At 2nd level, a planar gains the balor’s see invisibility ability. At 3rd level, a planar gains immunity to electricity. At 4th level, a planar gains the demon’s telepathy ability at a range of 57 100 feet. At 5th level, a planar gains the balor’s flaming body supernatural ability. Devil: At 1st level, a planar gains the

Improved Initiative and Power Attack feats for free (even if a planar normally would not meet the prerequisites). At 2nd level, a planar gains the baatezu’s see in darkness ability. At 3rd level, a planar gains immunity to fire. At 4th level, a planar gains the devil’s telepathy ability at a range of 100 feet. At 5th level, a planar gains the pit fiend’s fear aura, but with a Difficulty Class equal to 10 + half his character level + his Charisma modifier. Janni: At 1st level, a planar gains the Dodge and Improved Initiative feats. At 2nd level, a planar gains the janni’s change size spell-like ability, twice per day. At 3rd level, a planar gains the ability to choose one of the following types of energies to be immune to for a day (must be chosen during the turning): acid, cold, fire, or electricity. At 4th level, a planar gains the janni’s telepathy ability at a range of 100 feet. At 5th level, a planar gains the ability to fly at half his base speed at perfect maneuverability. Planar Caster (Ex): Planar levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on outsiders (including himself). Archon planars also count their paragon levels toward spells with the good, lawful, and light descriptors. Demon planars count their paragon levels toward spells with the chaotic, darkness, and evil descriptors. Devil planars count their paragon levels toward spells with the darkness, evil, and lawful descriptors. Janni planars count their paragon levels toward spells with the air, earth, fire, or water descriptors. A planar also gains access to the Sacred (if archon), Profane (if demon or devil), or Intensify (if janni) spell template.

58

Planar Manifestation (Sp): At 1st level and each level thereafter, a planar gains the ability to use one of the following spell-like abilities according to his chosen planar type once per day. Archon: Aid, bless, detect evil, light, or protection from evil. Demon: Darkness, detect good, detect law, or detect magic. Devil: Cause fear, charm person, detect good, or detect magic. Janni: Enlarge, reduce, invisibility (self only), or speak with animals. Darkvision (Ex): At 2nd level, a planar gains darkvision 60 feet, if a planar already has darkvision add 30 feet to its range. Planar Protection (Ex): At 5th level, a planar gains a certain type of protection according to his chosen planar type: archon (5/evil), demon (5/cold iron or good), devil (5/good or silver), and janni (resistance to fire 10).

Terran Levels Terran are extensions of the earth and of the metals, minerals, and stones that they have aligned themselves with. They are methodical and relentless, beautiful and sculptured, and as varied as the veins of resources within the earth. Terran Levels Restrictions: A character may only gain terran levels in one type of earthen substance. Hit Dice: d8. Skill Points at Each Level: 4 + Int modifier. Class Skills: The terran’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Dream Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha), Jump (Str), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Listen (Wis), Profession (Wis), Search (Int), Spellcraft (Int), Survival (Wis), and Weavecraft (Int). Weapon and Armor Proficiency: Terran characters are proficient with all simple weapons. They are proficient with all types of armor and shields (except tower shields). Table 2.19: The Terran Level Base Fort Attack Save Bonus 1 +0 +2

purposes of defeating damage reduction, though not for ignoring the hardness of objects. At 2nd level, a terran gains the Improved Unarmed Strike feat. At 3rd level, a terran gains damage reduction 1/-. At 4th level, a terran gains damage reduction 2/-. At 5th level, a terran gains damage reduction 3/-. Amethyst: A terran gains acid resistance 5. At 2nd level, his acid resistance increases to 15. At 3rd level, his acid resistance increases to 20 and a terran gains +3 aspect bonus to Listen checks. At 4th level, his acid resistance increases to 25 and a terran gains an additional +3 bonus to Listen checks. At 5th level, a terran gains damage reduction 1/-. Bronze: A terran gains the Improved Unarmed Strike feat. At 2nd level, a terran gains electricity resistance 10. At 3rd level, a terran gains damage reduction 1/-. At 4th level, his electricity resistance increases to 20. At 5th level, a terran gains damage reduction 2/-. Clay: A terran gains 5 electricity resistance. At 2nd level, a terran gains electricity 15. At 3rd level, a terran gains damage reduction 5/blunt. At 4th level, his electricity resistance increases to 25. At 5th level, his damage reduction increases to 10/blunt. Copper: A terran gains acid resistance 5. At 2nd level, a terran gains 10 electricity resistance. At 3rd level, his acid resistance

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+0

Bonus language (Terran), lesser terran ability, terran affinity, terran blooded, terran caster, natural armor +1 Darkvision, terran ability, natural armor +2; +1 Strength

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+1

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3

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+1

4

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+1

Immunity (fire), improved terran ability, terran slam, terran weakness, tremorsense 10 ft., natural armor +3 Greater terran ability, natural armor +4, tremorsense 20 ft., +1 Strength

5

+3

+4

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+1

Natural armor +5, terran form, superior terran ability, tremorsense 30 ft.

Terran Ability Descriptions Terran Affinity (Ex): A terran has insight into creatures that speak Terran as a language and gain an affinity bonus to all skill checks made in concerns to creatures who speak Terran equal to his terran level. This affinity however causes a terran to have trouble dealing with creatures who speak Auran and causes a terran to suffer a deficiency penalty to all skill checks made in concerns to those who speak Auran equal to terran his level (except Intimidate checks). If a creature speaks both Terran and Auran a terran gains no bonus or penalty to his skill checks concerning them. Terran Blooded (Ex): For all effects related to race a terran is considered to have the earth subtype in addition to his normal race. This subtype does not override his original creature type, nor does it grant a terran any of the traits normally associated with the earth subtype that are not specifically granted by the terran aspect. Bonus Language (Ex): At 1st level, a terran gains Terran as a free bonus language. Terran Ability (Varies): At 1st level, a terran chooses one of the following terran types: adamantine, amethyst, bronze, clay, copper, diamond, emerald, gold, granite, iron, marble, ruby, sapphire, silver, or topaz. Adamantine: His natural attacks are treated as adamantine for

increases to 15. At 4th level, his acid resistance increases to 20 and his electricity resistance to 15. At 5th level, a terran gains damage reduction 1/-. Diamond: A terran gains the Improved Unarmed Strike feat. At 2nd level, a terran gains acid resistance 10. At 3rd level, a terran gains damage reduction 1/-. At 4th level, a terran gains damage reduction 2/-. At 5th level, a terran gains damage reduction 3/-. Emerald and Topaz: A terran gains acid resistance 5. At 2nd level, his acid resistance increases to 15. At 3rd level, a terran gains damage reduction 1/-. At 4th level, his acid resistance increases to 20 and a terran gains +3 aspect bonus to Listen checks. At 5th level, a terran gains damage reduction 2/-. Gold: A terran gains fire resistance 5, which stacks with the fire resistance granted by this aspect. At 2nd level, a terran gains a +1 aspect bonus to Charisma. At 3rd level, a terran gains a +1 aspect bonus to Charisma. At 4th level, a terran gains a +1 aspect bonus to Charisma. At 5th level, a terran gains damage reduction 1/-. Granite: A terran gains electricity resistance 5. At 2nd level, a terran gains electricity resistance to 15. At 3rd level, a terran gains 59 damage reduction 1/-. At 4th level, his electricity resistance increases to 20 and a terran gains a

+2 bonus to Fortitude saves. At 5th level, his damage reduction increases to 2/-. Iron: His natural attacks are treated as cold iron for purposes of defeating damage reduction. At 2nd level, a terran gains the Improved Unarmed Strike feat. At 3rd level, a terran gains damage reduction 1/-. At 4th level, a terran gains damage reduction 2/-. At 5th level, a terran gains damage reduction 3/-. Marble: A terran gains fire resistance 5, which stacks with the fire resistance granted by this aspect levels. At 2nd level, a terran gains a +1 aspect bonus to Charisma. At 3rd level, a terran gains damage reduction 1/-. At 4th level, a terran gains a +1 aspect bonus to Charisma. At 5th level, a terran gains damage reduction 2/-. Ruby and Sapphire: A terran gains electricity resistance 5. At 2nd level, a terran gains damage reduction 1/-. At 3rd level, a terran gains electricity resistance 15. At 4th level, a terran gains damage reduction 2/-. At 5th level, his electricity resistance increases to 20 and a terran gains +3 aspect bonus to Listen checks. Silver: His natural attacks are treated as silver for purposes of defeating damage reduction. At 2nd level, a terran gains the Improved Unarmed Strike feat. At 3rd level, a terran gains a terran gains electricity resistance 10. At 4th level, his electricity resistance increases to 20. At 5th level, his electricity resistance increases to 30. Terran Caster (Ex): Terran levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on earth subtype creatures (including himself) or when they have the acid or earth spell descriptors. A terran also gains access to the Reinforced spell template. Darkvision (Ex): At 2nd level, a terran gains darkvision 60 feet, if a terran already has darkvision add 30 feet to its range. Terran Slam: At 3rd level, a terran gains a slam attack (1d6). Terran Weakness (Ex): At 3rd level, a terran gains a weakness appropriate to his chosen terran type: Adamantine, Bronze, Clay, Copper, Gold, Iron, and Silver: If a terran suffers cold-based damage, a terran is slowed for one round as per the slow spell. Amethyst, Diamond, Emerald, Granite, Marble, Ruby, Sapphire, and Topaz: A terran suffers double damage from sonic based attacks. Tremorsense (Ex): At 3rd level, a terran gains tremorsense 10 feet, if a terran already has tremorsense add 10 feet to its range. The range of tremorsense increases by 10 feet at 4th and 5th levels. Terran Form (Su): At 5th level, a terran gains the ability to double the damage reduction and resistance to energy special qualities gained from his terran ability feature for a number of rounds equal to 3 + his Constitution modifier. While within this enhanced state a terran moves at two-thirds his normal speed (rounded to nearest 5 ft. increment). This can only be used once per day. Adamantine, iron, and silver terrans also gain the ability to treat metallic weapons that they wield while under the effects of the terran form ability as if they were weapons of the special materials type that corresponds with the terran’s type, though only for purposes of defeating a creature’s damage reduction. 60

Totem Levels Totem are wild and untamed in spirit, each a reflection of the animal they have chosen to guide them through their life. Their attitudes match those of the animals they mimic and their instincts and actions are shaped by those of their chosen totem. Totem Levels Restrictions: A character may only gain totem levels in one type of totem. Hit Dice: d8. Skill Points at Each Level: 2 + Int modifier. Class Skills: The totem’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Dream Weaving (Cha), Escape Artist (Dex), Handle Progeny (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim (Str), and Weavecraft (Int). Weapon and Armor Proficiency: Totem characters are proficient with all simple weapons. They are proficient with light armor, but not with shields. Table 2.20: The Totem Level Base Fort Attack Save Bonus 1 +0 +2

Balance and Jump checks. At 2nd level, a cat totem gains a +1 aspect bonus to Dexterity. At 3rd level, a cat totem gains a +10 feet aspect bonus to his base speed. At 4th level, a cat totem gains a +1 aspect bonus to Dexterity. At 5th level, a cat totem increases their bonus to Balance and Jump checks to +8. Dog: At 1st level, a dog totem gains a +3 aspect bonus to two of the following: Jump, Listen, or Spot checks. At 2nd level, a dog totem gains a +1 aspect bonus to Dexterity. At 3rd level, a dog totem gains a +10 feet aspect bonus to his base speed. At 4th level, a dog totem gains a +1 aspect bonus to Dexterity. At 5th level, a dog totem gains Track as a bonus feat and the Scent special quality. Eagle: At 1st level, an eagle totem gains a +6 aspect bonus to Spot checks during daylight. At 2nd level, an eagle totem gains a +1 aspect bonus to Charisma. At 3rd level, an eagle totem gains the ability to fly at a 30 ft. fly speed with average maneuverability. At 4th level, an eagle totem gains a +1 aspect bonus to Charisma. At 5th level, an eagle totem gains the Fly-by attack and Wingover feats. Horse: At 1st level, a horse totem gains a +3 aspect bonus

Ref Save

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+0

Animal reflexes +1, lesser totem ability, totem affinity, totem companion, +1 Wisdom

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Animal attitude +3, animal reflexes +2, low-light vision, totem ability

3

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Animal reflexes +3, improved totem ability, totem attack, totem feat, +1 Wisdom

4

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+4

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Animal attitude +6, animal reflexes +4, greater totem ability

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+3

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+4

+1

Animal reflexes +5, superior totem ability, Wild Shape (chosen totem, 1/day), +1 Wisdom

Totem Ability Descriptions Totem Affinity (Ex): A totem has insight into the hearts of animals and gain an affinity bonus to all skill checks made in concerns to animals equal to his totem level. This affinity to animals however causes a totem to suffer in his interactions with vermin and as such a totem suffers a deficiency penalty to all skill checks made in concerns to vermin equal to his totem level (except Intimidate checks). Totem Ability (Ex): At 1st level, a totem chooses one of the following animal totems: bat, badger, cat, rat, dog, eagle, horse, lizard, owl, raven, viper, or wolf. Bat: At 1st level, a bat totem gains a +3 aspect bonus to Listen and Spot checks. At 2nd level, a bat totem gains blindsense 10 feet, if a bat totem already have blindsense add 10 feet to its range. At 3rd level, a bat totem gains the ability to fly at a 20 ft. fly speed with good maneuverability. At 4th level, a bat totem gains +1 aspect bonus to Dexterity. At 5th level, a bat totem gains an additional 10 feet of blindsense. Badger: At 1st level, a badger totem gains a +3 aspect bonus to Escape Artist and either Listen or Spot checks. At 2nd level, a badger totem gains a +1 aspect bonus to Dexterity. At 3rd level, a badger totem gains a 10 ft. burrow speed. At 4th level, a badger totem gains a +1 aspect bonus to Dexterity. At 5th level, a badger totem gains the ability to rage like a badger once per day, except it can be voluntarily activated when a badger totem takes damage. Cat: At 1st level, a cat totem gains a +3 aspect bonus to

to Listen and Spot checks. At 2nd level, a horse totem gains +1 aspect bonus to Constitution. At 3rd level, a horse totem a horse totem gains a +10 feet aspect bonus to his base speed. At 4th level, a horse totem gains +1 aspect bonus to Constitution. At 5th level, a horse totem gains the ability to carry one and a half times his normal carrying capacity. Lizard: At 1st level, a lizard totem gains a +3 aspect bonus to Balance and either Climb or Hide checks. At 2nd level, a lizard totem gains a +1 aspect bonus to Dexterity. At 3rd level, a lizard totem gains a 30 ft. climb speed. At 4th level, a lizard totem gains a +1 aspect bonus to Dexterity. At 5th level, a lizard totem gains a +1 natural armor. Owl: At 1st level, an owl totem gains a +6 aspect bonus to Spot checks during dusk and darkness. At 2nd level, an owl totem gains a +1 aspect bonus to Wisdom. At 3rd level, an owl totem gains the ability to fly at a 30 ft. fly speed with average maneuverability. At 4th level, an owl totem gains a +1 aspect bonus to Wisdom. At 5th level, an owl totem gains the Fly-by attack and Wingover feats.. Rat: At 1st level, a rat totem gains a +3 aspect bonus to Balance and either Hide or Move Silently checks. At 2nd level, a rat totem gains a +1 aspect bonus to Dexterity At 3rd level, a rat totem gains a 30 ft. climb speed. 61 At 4th level, a rat totem gains a +1 aspect bonus to Dexterity. At 5th level, a rat totem gains a 30 ft. swim speed.

Raven: At 1st level, a raven totem gains a bonus language and +3 to Spot. At 2nd level, a raven totem gains a +1 aspect bonus to Dexterity. At 3rd level, a raven totem gains the ability to fly at a 30 ft. fly speed with average maneuverability. At 4th level, a raven totem gains a +1 aspect bonus to Dexterity. At 5th level, a raven totem gains the Fly-by attack and Wingover feats. Viper: At 1st level, a viper totem gains a +3 aspect bonus to two of the following: Balance, Climb, Hide, Listen or Spot checks. At 2nd level, a viper totem gains a +1 aspect bonus to Dexterity. At 3rd level, a viper totem gains a 30 ft. climb speed. At 4th level, a viper totem gains a +1 aspect bonus to Dexterity. At 5th level, a viper totem gains a poisonous bite attack, which he can use once per hour. The DC of the poison is equal to 15 + the viper totem’s Constitution modifier. Wolf: At 1st level, a wolf totem gains a +3 aspect bonus to two of the following: Hide, Listen, Move Silently, or Spot checks. At 2nd level, a wolf totem gains a +1 aspect bonus to Constitution. At 3rd level, a wolf totem gains a +10 feet aspect bonus to his base speed. At 4th level, a wolf totem gains a +1 aspect bonus to Constitution. At 5th level, a wolf totem gains Track as a bonus feat and the Scent special quality. Totem Caster (Ex): Totem levels count towards a spellcaster’s caster level when the spells or spell-like abilities are used on animals or himself. A totem also gains access to the Revitalizing spell templates. Animal Reflexes (Ex): At 1st level, a totem gains a +1 aspect bonus to Initiative and Reflex saves due to animal instinct. This bonus increases by one for every totem level thereafter. Totem Companion (Ex): A totem may begin play with a totem companion selected from the following list: badger, bat, camel, tiny cat, dire rat, dog, eagle, hawk, horse (light), lizard (Tiny), owl, rate (Dire), snake (Medium viper), or wolf. This animal is a loyal companion that accompanies the totem on his adventures as appropriate for its kind. A totem’s totem companion is different from a normal animal of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats). It is superior to a normal animal of its kind and has special powers, as described under the druid’s animal companion ability in the PHB. A totem who has levels as a druid, ranger, or other class with animal companion adds his totem level to his druid or ranger level to determine his effective class level for purposes of animal companion special abilities. If a totem releases his companion from service, he may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace a totem companion that has perished. Lowlight Vision (Ex): At 2nd level, a totem gains lowlight vision, if a totem already has low-light vision increase the benefits it grants by one half. Totem Attack (Ex): At 3rd level, a totem gains a natural attack type corresponding to his chosen totem. Damage is indicated within the parentheses. Bat: Bite attack (1d4). Badger, Cat: 2 claw (1d4) and bite (1d6) attacks. Dog, Lizard, Rat, Wolf: Bite (1d8) attack. 62 Eagle: 2 talon (1d4) and bite (1d6) attack. Horse: Bite (1d4) attack.

Owl: 2 talon (1d8) attacks. Raven: 2 claw (1d4) attacks. Viper: Bite (1d6, nonpoisonous) attack. Totem Feat (Ex): At 3rd level, a totem gains a bonus feat corresponding to his chosen totem: Bat, Dog, Raven: Alertness. Badger: Toughness. Cat, Rat, Viper: Weapon Finesse. Eagle: Fly-by Attack. Owl: Wingover. Horse, Wolf: Run. Animal Attitude (Ex): At 2nd level, a totem gains one of the following traits depending upon what animal type a totem chooses: Bat, Horse, and Raven: A totem gains a +3 aspect bonus to Sense Motive skill checks. At 4th level his aspect bonus increases to +6. Cat and Dog: A totem gains a +3 aspect bonus to Diplomacy skill checks. At 4th level his aspect bonus increases to +6. Lizard, Owl, and Rat: A totem gains a +3 aspect bonus to Bluff skill checks. At 4th level his aspect bonus increases to +6. Badger, Eagle, and Wolf: A totem gains a +3 aspect bonus to Intimidate skill checks. At 4th level his aspect bonus increases to +6. Wild Shape (Su): At 5th level, a totem gains the ability to turn herself into an animal that corresponds to their chosen totem once per day. A totem transforms into one of the following as determined by their chosen totem: badger, bat, camel, tiny cat, dire rat, dog, eagle, hawk, horse (light), lizard (Tiny), owl, rate (Dire), snake (Medium viper), or wolf. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per totem level, or until he changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. A totem loses his ability to speak while in animal form because he is limited to the sounds that a normal, untrained animal can make, but he can communicate normally with other animals of the same general grouping as his new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

Surreal Class Features The following surreal class features assume the use of the Dream Point System and are meant to supplement each class so that they can use dream points to augment their abilities. These new class dream features are all reactive in nature such that a character’s abilities are only altered by the expenditure of dream points. This allows players and GMs to use their existing character and NPC sheets for Dream Plane adventures, as the character’s base abilities and class features are essentially unchanged. GMs that are not using the Dream Point System can either drop the concept of additional surreal class features, create their own, or use the alternative surreal class features presented in Appendix A.

Barbarian Barbarians are capable of greater feats of fury while within the Dream Plane. They gain incredible strength and vitality from their rages and as they progress in ability they can enter a deathless rage from which they can continue fighting long after they should be dead. They also can harden their skin to near iron toughness. Feats of Fury (Ex): At 1st level, a barbarian may expend 5 dream points to gain temporary access to one of the following feats while raging: Athletic, Dodge (Mobility, Spring Attack), Endurance (Diehard), Great Fortitude, Improved Critical, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Skill Focus (climb, jump, or swim), Toughness, or Weapon Focus (Greater Weapon Focus). A barbarian must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the barbarian’s rage. A barbarian can only have one extra feat accessed during each rage. This is a free action. At 12th level, a barbarian may expend 15 dream points to access two feats of fury while enraged. At 20th level, a barbarian may expend 30 dream points to access three feats of fury while enraged. Incredible Rage (Ex): At 4th level, a barbarian may expend 20 dream points at the time of raging to gain a +2 dream bonus to Strength and Constitution and +1 dream bonus to Will saves that stacks with the bonuses gained from raging. This is a free action. Dream Skill (Ex): At 8th level, a barbarian selects two barbarian class skills, when using the improved class skill dream point ability in conjunction with these two class skills the barbarian gains a +2 dream bonus per dream point expenditure. At 16th level, a barbarian chooses two more barbarian class skills for dream skill augmentation. Fantastic Damage Reduction (Ex): At 8th level, a barbarian can expend 40 dream points to gain a +2 dream bonus to their damage reduction for one encounter. This is a free action. At 16th level, a barbarian can expend 80 dream points to gain a +5 dream bonus to their damage reduction for one encounter. Deathless Rage (Su): At 12th level, a barbarian may expend 60 dream points while enraged to continue to fight even after he has gone below his death threshold, which is equal to 0 – the barbarian’s effective character level – his current Constitution score. He may only use this ability if he has the Die Hard feat

as one of his character feats or has taken it as a feat of fury. If the barbarian is healed while within a deathless rage to a point at which he is no longer below his death threshold he retains the deathless rage until his rage runs out and so if he dips below his death threshold again he will continue to act. If at the end of the deathless rage the barbarian is still below his death threshold he dies, but if he is above his death threshold he suffers the normal effects of whatever lethal effects range he falls into (dying, disabled, act normally). The barbarian also is considered exhausted rather than fatigued after his deathless rage. This is a free action. At 17th level, when a barbarian gains the tireless rage ability a barbarian who comes out of a deathless rage is only fatigued. Shared Rage (Su): At 20th level, a barbarian may expend 100 dream points to surround himself with an aura of fury when he enters a rage. Allies within 30 feet of the barbarian gain +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffer a –2 penalty to AC. While raging, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. The rage lasts until the barbarian’s rage ends, although allies may prematurely end their rage. At the end of the rage, the barbarian’s allies lose the rage modifiers and restrictions, but do not become fatigued. This is a free action.

Bards Bards are legendary performers within the Dream Plane and their songs are of such remarkable quality that they can inspire the bard and his fellows to heroic deeds that only befit the beauty of their words. As a bard increases in ability, he can weave spells into his songs and even harmonize his voice so that he can sing multiple songs of power. Feats of Reverie (Ex): At 1st level, a bard may expend 5 dream points to gain temporary access to one of the following feats while using one of his bardic music abilities: Acrobatic, Agile, Deft Hands, Diligent, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, or Skill Focus (any class skill). A bard must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the bard’s song. A bard can only have one extra feat accessed during each use of the bardic music ability. This is a free action. Spell Templates (Ex): At 1st level, a bard gains access to one of the spell templates found in Chapter 4. Every four levels thereafter, the bard gains access to another spell template. At 8th level and every fourth bard level thereafter (12th, 16th, and 20th), a bard may learn a new spell template in place of one he already knows. In effect, the bard “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to bard spells. 63 Prolonged Inspiration (Su): At 4th level, a bard may prolong the effects of his inspire music abilities after he stops singing by one additional

round through expending a number of dream points equal to the minimum number of ranks in Perform needed to create the effect. A bard can prolong the effects of an inspire music ability for a number of rounds equal to his bard class levels as long as he expends the dream points each round. This is a free action. For example, a 9th-level bard may prolong the inspire courage supernatural ability by expending 3 dream points each round, up to 9 additional rounds, to keep the effect going beyond the bardic music’s normal duration, which is 5 rounds after he stops singing. The same bard might want to prolong the effects of inspire greatness, but would have to expend 12 dream points each round, up to 9 additional rounds, to keep the effect going beyond the bardic music’s normal duration, which is 5 rounds after the bard stops singing. Dream Skill (Ex): At 8th level, a bard selects three bard class skills, when using the improved class skill dream point ability in conjunction with these three class skills the bard gains a +2 dream bonus per dream point expenditure. At 16th level, a bard chooses three more bard class skills for dream skill augmentation. Spell Song (Su): At 12th level, a bard may expend 10 dream points per spell level to cast a spell while using a bardic music ability. Spells that take longer than a standard action to cast may not be affected by this ability. This is a standard action, which includes continuing concentration upon the bard’s bardic music ability. Harmonized Voice (Su): At 20th level, a bard may activate up to three of his bardic music abilities at once. To do this he must expend 20 dream points + 40 dream points per additional bardic music ability activated. This is a standard action. For example, a 20th-level bard who expends 100 dream points on the harmonized voice ability could have the inspire greatness, inspire heroics, and song of freedom activated all at once. This still takes up three of the bard’s bardic music ability uses for the day, but might be well worth it if facing a particularly deadly opponent.

Cleric Clerics are known for their feats of devotion within the Dream Plane. They are powerful wielders of positive and negative energies and as such their ability to turn or rebuke undead is heightened within the dream. Their connection to the domains they wield also expands with experience and in time clerics are able to spontaneously cast their domain spells. Feats of Devotion (Ex): At 1st level, a cleric may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Augment Summoning, Blind-Fight, Extra Turning, Great Fortitude, Improved Counterspell, Improved Turning, Iron Will, Skill Focus (any class skill), or Toughness. A cleric must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A cleric can only have one extra feat accessed during each encounter. This is a free action. Spell Templates (Ex): At 1st level, a cleric 64 gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the

cleric gains access to two spell templates. At 8th level and every fourth cleric level thereafter (12th, 16th, and 20th), a cleric may learn a new spell template in place of one he already knows. In effect, the cleric “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to cleric spells. Intensify Turning or Rebuking Undead (Su): At 4th level, for every 20 dream points a cleric expends, he gains a +6 dream bonus to his turning check and an extra 1d6 dream bonus to his turning damage roll versus undead. This is a free action. Dream Skill (Ex): At 8th level, a cleric selects one cleric class skill, when using the improved class skill dream point ability in conjunction with this class skill the cleric gains a +2 dream bonus per dream point expenditure. At 16th level, a cleric chooses one more cleric class skill for dream skill augmentation. Domain Substitution (Su): At 12th level, a cleric may expend 5 dream points per spell level to switch a prepared domain spell with another domain spell of the same or lower level. A cleric can channel stored spell energy into a domain spell that he has not prepared ahead of time. He can “lose” a prepared domain spell slot to cast a domain spell from the other domain of the same level or lower. Note that this ability only affects the domain spell slot and cannot be used in regards to a cleric’s normal spell slots. This is part of the action of casting a spell. At 20th level, a cleric may expend 10 + 10 dream points per spell level to spontaneously cast a domain spell using his normal prepared spells. A cleric can channel stored spell energy into a domain spell that he has not prepared ahead of time. He can “lose” a prepared spell slot (even a non-domain spell slot) to cast a domain spell of the same level or lower. Note that this ability only affects the domain spell slot and cannot be used in regards to a cleric’s normal spell slots. This is part of the action of casting a spell.

Druid Druids are powerful forces of nature within the Dream Plane. They can augment their animal companions with feral potency or instinctive agility and as they grow in power they can even alter themselves with fantastic wild shapes. Feats of Nature (Ex): At 1st level, a cleric may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Alertness, Animal Affinity, Augment Summoning, Great Fortitude, Iron Will, Natural Spell, SelfSufficient, Skill Focus (any class skill), Toughness, or Track. A cleric must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A druid can only have one extra feat accessed during each encounter. This is a free action. Spell Templates (Ex): At 1st level, a druid gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the druid gains access to two spell templates. At 8th level and every fourth druid level thereafter (12th, 16th, and 20th), a druid may learn a new spell template in place of one he already knows. In effect, the druid “loses” the old spell template

in exchange for a new one. The spell templates gained via this ability can only be applied to druid spells. Augment Companion (Su): At 4th level, a druid may expend 20 dream points to grant his animal companion a +2 dream bonus to Strength and Constitution and a +2 dream bonus to natural armor or a +2 dream bonus to Dexterity and Wisdom and a +10 dream bonus to its base speed for one encounter. This is a free action. Dream Skill (Ex): At 8th level, a druid selects two druid class skills, when using the improved class skill dream point ability in conjunction with these two class skills the druid gains a +2 dream bonus per dream point expenditure. At 16th level, a druid chooses two more druid class skills for dream skill augmentation. Fantastic Wild Shape (Su): At 12th level, a druid can expend 60 dream points to use his normal wild shape ability to not only turn into another creature, but also gain a +4 dream bonus to Strength and Constitution and a +4 dream bonus to natural armor or a +4 dream bonus to Dexterity and Wisdom and a +20 dream bonus to his base speed for one encounter. This uses one of the wild shape uses per day and is a standard action. The druid returns to his normal form at the end of the encounter. At 20th level, a druid can expend 100 dream points to use his normal wild shape ability to not only turn into another creature, but also gain a +4 dream bonus to Strength, Dexterity, Constitution, and Wisdom, a +4 dream bonus to natural armor, and a +20 dream bonus to his base speed for one encounter. This uses one of the wild shape uses per day and is a standard action. The druid returns to his normal form at the end of the encounter.

Animal Companions Animal companions have a wide range of abilities that they gain while within the Dream Plane. Use the base statistics for the animal companion of the druid or ranger’s level, but make the following changes. Racial Dream Traits: Animal companions would gain racial dream traits depending upon the druid’s dreamer trait. Slumbering druids have slumbering animal companions, which normally do not gain any racial dream traits, while awakened druids have awakened animal companions with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal druids have corporeal animal companions, which normally do not gain any racial dream traits. Finally, trueborn druids have either awakened or progeny animal companions depending upon which is present within a Dream Plane. If the trueborn druid has a progeny animal companion they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details). An animal companion has its own pool of dream points based upon it Hit Dice and the druid’s dreamer type. Ranger animal companions use the ranger’s dreamer type. Share Feats (Ex): At the druid’s option, he may have any feat he gains through the feats of nature surreal class feature also affect his animal companion. The animal companion must expend 5 dream points and be within 5 feet of him at the time of the druid

taking the feat of nature to receive the benefit. The feat stops affecting the animal companion if it moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the encounter expires. Ranger animal companions also gain this ability, but in regards to the ranger’s feats of survival surreal class feature. Extend Shared Range (Su): An animal companion can expend 5 dream points to extend the range for the share spells and share feats animal companion abilities by 5 feet. When a druid reaches 16th level, his animal companion can expend 30 dream points to extend the range for the share spells and share feats animal companion abilities by 15 feet. Fantastic Devotion: When a druid reaches 8th level, his animal companion only has to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus enchantment. This is a free action. Surreal Evasion: When a druid reaches 16th level, his animal companion only has to expend 15 dream points to use the luck roll dream point ability when making a Reflex saving throw. This is a free action.

Fighter Fighters are capable of extraordinary exploits upon the battlefields of the Dream Plane. They are masters of weaponry and as they reach the heights of their expertise they become paragons of martial prowess. Feats of Battle (Ex): At 1st level, a fighter may expend 5 dream points to gain temporary access to one of the fighter bonus feats he does not currently have. This ability can also be used to gain access to the Endurance, Die Hard, Great Fortitude, Skill Focus (for any class skill), or Toughness feats. A fighter must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A fighter can only access one extra feat per encounter. This is a free action. At 12th level, a fighter may expend 15 dream points to access two feats of battle per encounter. At 20th level, a fighter may expend 30 dream points to access three feats of battle per encounter. Fighter’s Sacrifice (Ex): At 4th level, a fighter may sacrifice Base Attack Bonus for one encounter to gain temporary dream points to power his surreal fighter class features or activate the dream benefits of any feats that appear on the above feats of battle list. For each point of Base Attack Bonus sacrificed the fighter gains ten temporary dream points that he can expend during that encounter. This is a free action. Dream Skill (Ex): At 8th level, a fighter selects one fighter class skill, when using the improved class skill dream point ability in conjunction with this class skill the fighter gains a +2 dream bonus per dream point expenditure. At 16th level, a fighter chooses one more fighter class skill for dream skill augmentation. Weapon Mastery (Ex): At 8th level, a fighter may expend 40 dream points to be able to re-roll 65 one melee or ranged damage roll each round for one encounter. The fighter takes the better of the

two results. This is a free action. Paragon of Martial Prowess (Ex): At 16th level, a fighter may expend 80 dream points to gain a +4 dream bonus to Strength, Dexterity, and Constitution, and a +4 dream bonus to natural armor for one encounter.

Monk Monks are masters of unarmed combat and even more so within the Dream Plane. They are capable combatants with an uncanny focus that allows them to accomplish deeds of mythical magnitude. With experience they come to manipulate their ki powers and even grant themselves an unparalleled focus. Feats of Focus (Ex): At 1st level, a monk may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Deflect Arrows, Dodge (Mobility, Spring Attack), Endurance (Die Hard), Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Grapple, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Quick Draw, Run, Snatch Arrows, Stealthy, Stunning Fist, Toughness, Weapon Focus (Greater Weapon Focus). In order to access a feat of centering, a monk must first meet its prerequisites. A monk can only access one extra feat per encounter. This is a free action. At 12th level, a monk may expend 15 dream points to access two feats of focus per encounter. At 20th level, a monk may expend 30 dream points to access three feats of focus per encounter. Monk’s Sacrifice (Ex): At 4th level, a monk may sacrifice Base Attack Bonus for one encounter to gain temporary dream points to power his surreal monk class features or activate the dream benefits of any feats that appear on the above feats of focus list. For each point of Base Attack Bonus sacrificed for the monk gains ten temporary dream points that he can expend during that encounter. This is a free action. Dream Skill (Ex): At 8th level, a monk selects two monk class skills, when using the improved class skill dream point ability in conjunction with these two class skills the monk gains a +2 dream bonus per dream point expenditure. At 16th level, a monk chooses two more monk class skills for dream skill augmentation. Fantastic Ki Strike (Ex): At 8th level, a monk may expend 40 dream points to treat his unarmed attacks count as cold iron or silver weapons for purposes of dealing damage to creatures with damage reduction for one encounter. In addition, a monk may expend 40 dream points to treat his unarmed attacks as good weapons if he is a good monk or evil weapons if he is an evil monk. A neutral monk must choose whether he can make his unarmed attacks into good or evil weapons with this ability. Once a monk makes this choice it cannot be reversed. This is a free action. Paragon of Unparalleled Focus (Su): At 16th level, a monk may expend 80 dream points to gain a +4 dream bonus to Strength, Dexterity, and Wisdom, and 66 +4 dream bonus to attack rolls for one encounter. This is a free action.

Paladin Paladins are exemplars of devotion and capable of great feats of zeal within the Dream Plane. As they deepen in their faith, paladins gain the power to imbue their weapons with the blessings of their deity, remove nightmarish effects with a touch, and even share some of the graces their deity has given them. Feats of Zeal (Ex): At 1st level, a paladin may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Animal Affinity, Blind-Fight, Endurance (Diehard), Extra Turning, Great Fortitude, Improved Critical, Improved Shield Bash, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Negotiator, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Skill Focus (any class skill), Toughness, Weapon Focus (Greater Weapon Focus). A paladin must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A paladin can only have one extra feat accessed during each encounter. This is a free action. Blessed Touch (Su): At 4th level, a paladin may expend 20 dream points to treat any weapon he uses as if it has been blessed (as per the bless weapon spell) for one encounter. This is a free action. Spell Templates (Ex): At 4th level, a paladin gains access to one of the spell templates found in Chapter 4. Every four levels thereafter the paladin gains access to one spell template. At 12th level and every fourth paladin level thereafter (16th and 20th), a paladin may learn a new spell template in place of one he already knows. In effect, the paladin “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to paladin spells. Dream Skill (Ex): At 8th level, a paladin selects one paladin class skill, when using the improved class skill dream point ability in conjunction with this class skill the paladin gains a +2 dream bonus per dream point expenditure. At 16th level, a paladin chooses one more paladin class skill for dream skill augmentation. Remove Nightmarish Effect (Sp): At 12th level, a paladin can expend 30 dream points when using his remove disease spell-like ability to mimic any of the following spells: remove blindness/deafness, remove curse, remove disease, remove fear, or remove paralysis. This is a standard action. Shared Blessing (Su): At 20th level, a paladin may expend 100 dream points to surround himself with an aura of blessing for one encounter. Allies within 30 feet of the paladin gain a dream bonus to saving throws equal to the paladin’s Charisma modifier and become immune to fear and disease. This is a free action.

The Paladin’s Mount The paladin’s mount has a wide range of abilities that it gains while within the Dream Plane. Use the base statistics for the mount of the paladin’s level, but make the following changes. Racial Dream Traits: Paladin mounts would gain racial dream traits depending upon the paladin’s dreamer trait. Slumbering paladins have slumbering mounts, which normally do not gain any racial dream traits, while awakened paladins have

awakened mounts with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal paladins have corporeal mounts, which normally do not gain any racial dream traits. Finally, trueborn paladins have either awakened or progeny mounts depending upon which is present within a Dream Plane. If the trueborn paladin has a progeny mount they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details). A paladin’s mount has its own pool of dream points based upon it Hit Dice and the paladin’s dreamer type. Share Feats (Ex): At the paladin’s option, he may have any feat he gains through the feats of zeal surreal class feature also affect his mount. The paladin’s mount must expend 5 dream points and be within 5 feet of him at the time of the paladin taking the feat of zeal to receive the benefit. The feat stops affecting the paladin’s mount if it moves farther than 5 feet away and will not affect the mount again, even if it returns to the paladin before the encounter expires. Extend Shared Range (Su): A paladin’s mount can expend 5 dream points to extend the range for the share spells and share feats paladin’s mount abilities by 5 feet. When a paladin reaches 16th level, his mount can expend 30 dream points to extend the range for the share spells and share feats animal companion abilities by 15 feet. Blessed Mount: When a paladin reaches 8th level, his mount can expend 15 dream points to treat its natural weapons as if they have been blessed (as per the bless weapon spell) for one encounter. This is a free action. Surreal Evasion: When a paladin reaches 8th level, his mount only has to expend 15 dream points to use the luck roll dream point ability when making a Reflex saving throw. This is a free action. Uncanny Spell Resistance: When a paladin reaches 16th level, his mount can expend 30 dream points to gain a +2 dream bonus to spell resistance for one encounter. This is a free action.

Ranger Rangers are the ultimate survivors within the Dream Plane. They have mastery over the very terrain that they walk upon and their skills become more potent with the passage of time. Finally, when they reach the pinnacle of their power they can even share their knowledge and hatred of their enemies with the allies around them. Feats of Survival (Ex): At 1st level, a ranger may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Alertness, Animal Affinity, Athletic, Blind-Fight, Endurance (Diehard), Great Fortitude, Lightning Reflexes, Negotiator, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot), Run, Self-Sufficient, Skill Focus (any class skill), Stealthy, or Two Weapon Fighting (Two- Weapon Defense, Improved TwoWeapon Fighting, Greater Two-Weapon Fighting). A ranger must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A ranger can only have one extra feat accessed during each encounter. This is a free action. Terrain Mastery (Ex): At 4th level, a ranger may expend 20

dream points to gain a +2 dream bonus to Hide, Move Silently, Spot, and Survival skill checks when using these skills while within a particular type of terrain (aquatic, desert, forest, hills, marsh, mountains, plains, or underground). The effects of this ability last for one hour. This is a free action. At 12th level, a ranger may expend 60 dream points to gain a +10 feet dream bonus to movement and a +2 dream bonus to attack and damage rolls made within the chosen terrain type (desert, forest, hills, marsh, mountains, plains, or underground). The effects of this ability last for one encounter. This is a free action. Spell Templates (Ex): At 4th level, a ranger gains access to one of the spell templates found in Chapter 4. Every four levels thereafter the ranger gains access to one spell template. At 12th level and every fourth ranger level thereafter (16th and 20th), a ranger may learn a new spell template in place of one he already knows. In effect, the ranger “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to paladin spells. Dream Skill (Ex): At 8th level, a ranger selects three ranger class skills, when using the improved class skill dream point ability in conjunction with these three class skills the ranger gains a +2 dream bonus per dream point expenditure. At 16th level, a ranger chooses three more ranger class skills for dream skill augmentation. Shared Hatred (Su): At 20th level, a ranger may expend 100 dream points to surround himself with an aura of anger for one encounter. Allies within 30 feet of the ranger gain a dream bonus to attack and damage rolls versus the ranger’s favorite enemies equal to what the ranger gains from his favored enemy ability. This is a free action.

Rogue Rogues are jacks-of-all-trades within the Dream Plane. They have an unnatural knack for finding trouble and an equally unexplainable flair for getting out of it. Rogues gain many skills and special abilities as they improve their often-wayward talents and in the Dream Plane this is even more so. Feats of Daring-Do (Ex): At 1st level, a rogue may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative, Investigator, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Skill Focus (any class skill), Stealthy, Weapon Finesse. A rogue must meet the prerequisites of the feat in order to access it. A rogue can only access one feat of daringdo per encounter. At 12th level, a rogue may expend 15 dream points to access two feats of daring-do per encounter. At 20th level, a rogue may expend 30 dream points to access three feats of daring-do per encounter. Impromptu Sneak Attack (Ex): At 4th level, 67 a rogue may expend 5 dream points per +1d6 sneak attack damage a rogue normally deals, to declare one melee or ranged attack he makes to

be a sneak attack (the target can be no more than 30-feet distant if the impromptu sneak attack is a ranged attack). The target of the impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. A rogue may choose to lower the sneak attack damage he normally does in order to lower the dream point cost to use this ability. This is a free action. Dream Skill (Ex): At 8th level, a rogue selects four rogue class skills, when using the improved class skill dream point ability in conjunction with these four class skills the rogue gains a +2 dream bonus per dream point expenditure. At 16th level, a rogue chooses four more rogue class skills for dream skill augmentation. Surreal Special Abilities (Ex): At 12th level, a rogue may expend 10 dream points to gain an extra special ability for one encounter. A rogue can gain access to up to three special abilities per encounter. This is a free action.

Sorcerer Sorcerers are the embodiment of magical aptitude within the Dream Plane. They gain access to feats of sorcery and insight into the casting of spells that truly make them a paragon of magical persona. Feats of Sorcery (Ex): At 1st level, a sorcerer may expend 5 dream points to gain temporary access to one of the Metamagic feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Improved Counterspell, Iron Will, Skill Focus (for any class skill), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A sorcerer must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A sorcerer can only access one extra feat per encounter. This is a free action. Spell Templates (Ex): At 1st level, a sorcerer gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the sorcerer gains access to two spell templates. At 8th level and every fourth sorcerer level thereafter (12th, 16th, and 20th), a sorcerer may learn a new spell template in place of one he already knows. In effect, the sorcerer “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to sorcerer spells. Sorcerer’s Sacrifice (Su): At 4th level, a sorcerer may sacrifice spells to gain temporary dream points to power his surreal sorcerer class features, activate the dream benefits of any feats that appear on the above feats of sorcery list, or use spell templates. Each spell sacrificed the sorcerer gains a number of temporary dream points equal to ten times the level of the spell sacrificed (5 dream points for 0-level spells). These temporary dream points last for the rest of that encounter. This is a free action. Dream Skill (Ex): At 8th level, a sorcerer selects one sorcerer class skill, when using the improved class skill dream point ability in conjunction with this class skill the sorcerer gains a +2 dream bonus per dream point expenditure. At 16th level, a sorcerer chooses one more 68 sorcerer class skill for dream skill augmentation. Spontaneous Insight (Su): At 8th level, a sorcerer can expend 5 + 5 dream points per

spell level to cast a spell on the sorcerer spell list that they do not know. This is part of the action of casting a spell. Paragon of Magical Persona (Su): At 16th level, a sorcerer may expend 80 dream points to gain a +6 dream bonus to Charisma and a spell resistance equal to 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier (a sorcerer who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) for one encounter. This is a free action.

Familiars Familiars have a wide range of abilities that they gain while within the Dream Plane. Use the base statistics for the familiar of the sorcerer or wizard’s level, but make the following changes. Racial Dream Traits: Spellcaster familiars would gain racial dream traits depending upon the spellcaster’s dreamer trait. Slumbering spellcasters have slumbering familiars, which normally do not gain any racial dream traits, while awakened spellcasters have awakened familiars with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal spellcasters have corporeal familiars, which normally do not gain any racial dream traits. Finally, trueborn spellcasters have either awakened or progeny familiars depending upon which is present within a Dream Plane. If the trueborn spellcaster has a progeny familiar they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details). A spellcaster’s familiar has its own pool of dream points based upon it Hit Dice and the spellcaster’s dreamer type. Fantastic Senses: A spellcaster’s familiar can expend 15 dream points to use the luck roll dream point ability when making Listen or Spot checks. This is a free action. Extend Shared Spell Range (Su): A spellcaster’s familiar can expend 5 dream points to extend the range for the share spells familiar ability by 5 feet. When a spellcaster reaches 8th level, his familiar can expend 20 dream points to extend the range for the share spells ability by 15 feet. When a spellcaster reaches 16th level, his familiar can expend 50 dream points to extend the range for the share spells ability by 25 feet. Surreal Evasion: When a spellcaster reaches 8th level, his familiar only has to expend 15 dream points to use the luck roll dream point ability when making a Reflex saving throw. This is a free action. Uncanny Spell Resistance: When a spellcaster reaches 16th level, his familiar can expend 30 dream points to gain a +2 dream bonus to spell resistance for one encounter. This is a free action.

Wizard Wizards are capable of many exploits within their magical fields of study while within the Dream Plane. They have an inherent mastery over magic and are the perfect exemplars of magical knowledge. Feats of Wizardry (Ex): At 1st level, a wizard may expend 5 dream points to gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used

to gain access to the Augment Summoning, Combat Casting, Improved Counterspell, Iron Will, Skill Focus (for any class skill), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A wizard must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A wizard can only access one extra feat per encounter. This is a free action. Spell Templates (Ex): At 1st level, a wizard gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the wizard gains access to two spell templates. At 8th level and every fourth wizard level thereafter (12th, 16th, and 20th), a wizard may learn a new spell template in place of one he already knows. In effect, the wizard “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to wizard spells. Wizard’s Sacrifice (Su): At 4th level, a wizard may sacrifice spells to gain temporary dream points to power his surreal wizard class features, activate the dream benefits of any feats that appear on the above feats of wizardry list, or use spell templates. Each spell sacrificed the wizard gains a number of temporary dream points equal to ten times the level of the spell sacrificed (5 dream points for 0-level spells). These temporary dream points last for the rest of that encounter. This is a free action. Dream Skill (Ex): At 8th level, a wizard selects one wizard class skill, when using the improved class skill dream point ability in conjunction with this class skill the wizard gains a +2 dream bonus per dream point expenditure. At 16th level, a wizard chooses one more wizard class skill for dream skill augmentation. Inherent Mastery (Su): At 8th level, a wizard may expend 5 + 5 dream points per spell level to prepare a spell on the wizard’s spell list that he does not have in his spell book. This can also be used to prepare spells that the wizards does not have spell mastery of when he does not his access to his spell book. This is part of the action of preparing a spell. Paragon of Magical Knowledge (Su): At 16th level, a wizard may expend 80 dream points to gain a +6 dream bonus to Intelligence and a spell resistance equal to 10 + half the wizard’s level + the wizard’s Intelligence modifier (a wizard who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) for one encounter. This is a free action.

School Specialization Specialist wizards have an intricate knowledge and connection to their chosen school in the Dream Plane. Their more focused relationship allows them to modify spells from their school to a greater degree and grants a more pronounced mastery of spells from their chosen school. Spell Templates (Ex): A specialist wizard gains access to three of the spell templates found in Chapter 4. Every four levels thereafter the wizard gains access to three spell templates. At 8th level and every fourth wizard level thereafter (12th, 16th, and 20th), a wizard may learn a new spell template in place of one he already knows. In effect, the wizard “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to wizard spells of the specialist wizard’s chosen school.

Wizard’s Sacrifice (Su): Specialist wizards who sacrifice spells from their school of specialization gain 5 extra temporary dream points per spell level of the sacrificed spell, whereas spells from other schools only grant half the normal benefit. For example, if a illusionist sacrifices an invisibility spell he gains 30 temporary dream points, instead of 20 and if the same illusionist sacrificed a magic missile spell he only gains 5 dream points instead of the normal 10. Inherent Mastery (Su): Specialist wizards only have to expend 2 + 2 dream points per spell level to prepare a spell, which belongs to his chosen school and appears on the wizard’s spell list, but not in his spell book. He also must expend 10 + 10 dream points per spell level to prepare a spell, which does not belong to his chosen school and appears on the wizard’s spell list, but not in his spell book.

Surreal Class Feature Guidelines At some point in a campaign, both players and GMs may decide they need to create surreal class features for new, variant, or prestige classes beyond the core classes covered in this chapter. This sidebar provides a guideline for determining the surreal class features beyond the eleven core classes of the PHB, and can also be used to alter the class features presented above to fit a GMs own campaign setting. Brainstorming Surreal Class Features: Perhaps the most difficult thing to do when determining surreal class features for class not covered in the PHB is to devise a list of concepts that fit the class in question, but are not over powered when compared to the surreal class features presented in this chapter. To help with this process the following guidelines have been provided: Guideline #1: Keep the surreal class features simple and uniform. Guideline #2: Note whether the class is a spellcasting or nonspellcasting class. Guideline #3: Make a list of feats that are reflective of some aspect of the class. Guideline #4: Note how many skill points the class gains. Guideline #5: If the class has any other class features that might be appropriate to expound upon with a surreal class feature, list them. Balancing the Surreal Class Features: To help narrow things down, use a credit system whereby a number of credits are allotted to each class to help balance the class’s surreal class features. The number of credits allotted should equal the one and a half times the number of levels the class has, so a 20 level new or variant class would have about 30 credits and a 5 level prestige class would have around 7 or 8 credits. These credits are spent according to the following steps and in order: Step #1: (Spell Templates): A spellcasting class gains a number of spell templates depending upon their spell progression. There are three types of spell progression: good, average, and poor. Clerics, druids, sorcerers, wizards and prestige classes with spells per day increase every level have good progression and gain two spell templates at 1st level and two more every four levels thereafter. Bards and prestige classes with spells per day increase every other level have 69 average progression and gain one spell template at 1st level and one more every four levels thereafter. Paladins, rangers, and prestige classes

with spells per day increase every three or more levels have poor progression and gain one spell template at 4th level and one more every four levels thereafter. For each spell template a class gains subtract 1 credit. Step #2 (Dream Feats): Take the list of feats that reflect the concepts within the class and narrow them down to fit a particular theme. Spellcasters should receive a much more limited list of dream feats that they can gain temporary access to, than non-spellcasters (which should have around 20). Classes that have average or poor spellcasting ability should receive a slight increase in the feats they can access. There are of course exceptions to this rule, but such exceptions should affect the amount of credits this surreal class feature requires. Once you have a set list determine if the feats should be linked to the activation of a particular class feature, such as the barbarian’s rage or bard’s bardic music or if they can be activated whenever the player wants. Note that if the feats duration is linked to a class feature, it must be accessible at the class’s 1st level since this is when the classes gain access to their dream feat ability. For every 5 feats that a class can access via this ability subtract 1 credit. If the dream feat ability is linked to a particular class feature lessen the cost by 1 credit. If the class can gain access to more dream feats via this ability at 12th level and 20th levels add 3 credits if it is linked to a class feature and 5 credits if it can be activated at any time. Step #3 (Dream Skills): This ability is pretty straightforward as the class gains a number of dream skills equal to half his skill points at both the 8th and 16th levels. For each dream skill a class gains subtract 1 credit. Step #4 (Dream Class Features): Look over the class features and try to come up with an appropriately balanced concept for a surreal class feature, such as the cleric’s serendipitous healing or harming or the paladin’s remove nightmarish effect. These surreal class features should have a dream point cost appropriate to the level they are granted at. The cost should be at or below the assumed dream point cap of a character who only has levels in that particular class, thus 1st level features should cost 5 dream points (the normal cap for 1st level characters), while 4th level features should cost around 20 (the cap for 4th level characters), and so on. For each surreal class feature expanded upon subtract 2 to 6 credits. Tip: Prestige class abilities, and monstrous special attacks and qualities are all good places to look for inspiration for these additional surreal class features.

70

Why Not?

“Some men see things as they are And ask why? Others dream things that never were And ask why not?” ––George Bernard Shaw Within a dream many wondrous deeds can be done and marvelous things can be created that cannot be achieved in the waking world without magical means. This chapter provides just a scratch on the surface of all the surreal possibilities that populate a Dream Plane. It details supernatural skill uses, fantastic feats, and incredible items that mark the Dream Plane and make it a unique experience for all who walk its ways.

Skill Dream Actions In the Dream Plane, every skill has additional dream actions beyond those detailed in the PHB. More elaborate dream skill uses sometimes require more or less time, or have stipulations governing their use. The following section lists dream applications for standard skills along with any stipulations, action type costs, or variant options. Players and GMs should familiarize

themselves with the dream actions of each skill, garnering ideas for their use in an adventure. The Difficulty Classes of many of these dream actions are quite high and most characters will only be able to obtain them via the expenditure of dream points. If the GM has decided against using dream points to modify skills, then he may choose to use one of the alternatives presented in Appendix A instead. All Craft and Dream Weaving skills, have a “DP cost” that refers to the base dream point cost a character must pay in order to attempt to use the skill in the prescribed fashion. Listed costs are in addition to any amount of dream points they might pay to increase their check result (see Introduction for more details). “Gold cost” refers to the amount of gold, or something or equal value, a character must sacrifice in order to make a created item or weave permanent. The dream point cost is paid before making the skill check or in the case of item creation, in increments decided upon by the character as described under the item creation rules. The gold cost is paid after the result of the check with half of the gold, or item’s value, being ruined upon a failure and all of the gold sacrificed after success. 71 When creating spell-like effects with one of these skills character’s use their effective

character level as their caster level and provoke an attack of opportunity. Spell-like effects are indicated by a “(Sp)” descriptor. If no descriptor is given, the skill’s dream actions are considered extraordinary. The spell-like and supernatural abilities can only be used a number of times per day equal to 1 + the character’s ranks in that skill (once per day for skills that can be used untrained). Animal companions, paladin mounts, and familiars do not gain the benefits of any spell-like ability that the character successfully obtains through the use of a skill as the share spell ability does not allow spell-like abilities to be shared. The action entry only applies to the dream actions that are listed in the dream action section, not the uses listed in the PHB. Some skills have dream actions that can affect the action types that skill checks normally require, but these are listed in the dream action section. A try again entry is only listed for those skills that have any additional considerations, which need to be addressed; otherwise the normal retry rules apply. GM Fiat: If characters misuse their skill dream actions to constantly con or manipulate NPCs out of money, valuables, and the like, GMs should remember that everything that goes around comes around. Perhaps after the characters do this they might meet an equally unscrupulous individual or group that might do the same to them. Perhaps have an encounter suddenly present itself directly after the characters expend their dream points on the fleecing of some innocent NPC, after all this is a Dream Plane and such unexpected encounters would be quite appropriate. Remember that NPCs can often expend dream points on their own actions and cause the players their own problems. Also reputation of this sort often proceeds the characters and a group of NPC’s might decide to teach them a lesson they will not soon forget. If playing with backlashes you could cause a spontaneous backlash that is appropriately ironic. GMs have plenty of tools at their fingertips to remind players that the frivolous misuse of their abilities has repercussions.

Creating Dream Actions GMs will notice that many of the new dream actions are based off of spells, as such it is encouraged that GMs create other dream actions based off of the spells they use in their own campaigns. For purposes of the following skills section the highest spell level used is 6th-level, though GMs should feel free to have 7th- through 9th-level spells if they want the skills to be able to mimic such powerful results. When creating dream actions for skills utilize the following rules to determine the skill check DCs or opponent’s dream bonus to their opposed skill check. The DCs for unopposed skill checks are equal to 25 + 5 per effective spell level. The opponent’s dream bonus to their opposed skill check is equal to 5 + 5 per effective spell level. Not all dream actions follow these rules exactly, due to balance issues, but this is a good starting 72 point.

Appraise Dream Action: This skill not only allows you to appraise the gold value of an item, but also its dream point cost as well. It is the same Appraise DC as normal, but failure means you estimate the gold and dream point cost of common and well-known items at 50% to 150% of its actual value. The DM secretly rolls 2d6+3, multiplies the result by 10%, multiplies the actual gold and dream point value by that percentage, then tells you the resulting value for the item. For rare or exotic items failure means you cannot estimate the gold or dream point value of the item. Success means you estimate the value correctly. Appraising dreamwrought objects requires a successful check against DC 35, or higher. If successful, you estimate the value correctly. Failure means you cannot estimate the item’s gold or dream point value. You can tell whether an item is temporary or permanent by making an Appraise check (DC 25). Quickened Appraise: You can appraise as a full-round action, but increase the Appraise DC by 10. Action: Appraising an item takes 1 minute (ten consecutive full-round actions).

Balance Dream Action: You can walk upon precarious, flimsy, and even insubstantial surfaces. Balancing on flimsy or insubstantial surfaces is a supernatural ability. Table 3.1: New Balance Uses Surface

DC

1–2 inches wide

20

Less than 1 inch wide

30

Surface is flimsy (fragile branches, water, paper)* Surface is insubstantial (air, cloud, smoke) Surface is moving (running water, moving beams)

40 50 +2 per 10 ft movement speed of object

* Or any other surface that could not normally hold your weight but is substantial.

Action: None. A balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

Bluff Dream Action: In additional to the standard uses of the Bluff skill, you can do the following: Conceal Alignment (Sp): You can use the Bluff skill to conceal your alignment from all forms of divination. A successful Bluff check (DC 30) mimics the affects of the undetectable alignment spell for one day. This effect does not automatically conceal your alignment from the Sense Motive skill as it is not a form of divination, but instead a personal assessment of you. When an opponent is using their Sense Motive skill to detect alignment, roll an opposed skill check with the higher check result, which

also exceeds the DC 35 check requirement, taking precedence. If you beat your opponent’s Sense Motive check by 10 or more you can create a false alignment reading, which your opponent takes to be your real alignment. Conceal Surface Thoughts (Sp): With a successful Bluff check (DC 35), you can conceal your thoughts from all forms of divination for one day. This effect does not automatically conceal your thoughts from the Sense Motive skill as it is not a form of divination, but instead a personal assessment of what you are thinking. When an opponent is using their Sense Motive skill to detect thoughts, roll an opposed skill check with the higher check result, which also exceeds the DC 35 check requirement, taking precedence. If you beat your opponent’s Sense Motive check by 10 or more you can create false thought reading, which your opponent takes to be your real surface thoughts. Confusing Talk (Sp): You can use Bluff to cause an opponent to be confused for one round. The target gains a +10 dream bonus to their Sense Motive check and if they fail they are treated as if a lesser confusion spell (Will save 11 + your Charisma modifier negates) has been cast on them. Confusing Talk, Mass (Sp): You can use Bluff to cause opponents to be confused. The targets gain a +20 dream bonus to their Sense Motive check and if they fail they are treated as if a confusion spell (Will save 13 + your Charisma modifier negates) has been cast on them. Dazing Talk (Sp): You can use Bluff to cause a moment of indecision in a humanoid opponent with less HD than you and daze them for one round. The target gains a +10 dream bonus to their Sense Motive check and if they fail they are treated as if a daze spell (Will save 11 + your Charisma modifier negates) has been cast on them. You may use this ability against non-humanoids, but the target gains a +20 dream bonus to their Sense Motive check. Fast Talk: You can use the confusing and dazing talk dream actions as free actions, but suffer a -20 on your check. Improved Feinting in Combat: You can even affect nonintelligent creatures but suffer a -20 penalty to your Bluff check. Fast Feint: You can make a feint in combat as a free action, but suffer a -10 on your check. Other Bluff Uses: You can also use bluff to deliver whispered and telepathic messages. Table 3.2: New Bluff Uses Task

DC

Message

25

Telepathy

50

Message (Sp): As per the spell. Telepathy (Su): You gain telepathy 100 feet for one hour. Action: Varies. A Bluff check made as part of the conceal alignment, conceal thoughts, confusing talk, dazing talk, message, or telepathy dream actions are full-round actions. A Bluff check made to feint in combat against nonintelligent creatures is a standard action.

Bluff and Dream Marks If using the dream mark variant the Bluff skill has additional uses as detailed below: Secret Dream Messages (Su): You can also use Bluff to leave secret messages embedded in your dream marks. Table 3.3: Bluff Message Type Message Type

DC

Basic Message (no more than 10 words)

15

Complex Message (no more than 50 words) Easy to Decipher

30

Difficult to Decipher

+10

Keyed

+20

+0

Viewer’s Check Modifier: The viewer gains bonuses or penalties to his check as described in the table below. Table 3.4: Viewer Modifiers Viewer Viewer only casually reviews the dream mark Creator of dream mark not known to viewer Creator of dream mark somewhat known to viewer Creator of dream mark intimately known to viewer

Modifier –2 –2 +0 +2

Keyed (Su): You can key the message to a particular viewer, though you must have seen and studied that person’s dream mark (at least for ten minutes) in order to do this. Keyed messages automatically reveal themselves to the particular viewer it is keyed to. The GM makes the check secretly so you are not sure how well you have established the message, though you can attempt to decipher your own message in order to make sure you have been successful. In order to interpret a dream mark message correctly the viewer must successfully make an Sense Motive check against the DC that was used to create the dream mark message in the first place. The viewer also gains bonuses or penalties to your or you check as described in the table below. Whether trying to implant or interpret a message, a failure by 5 or more points by either side means that some false information has been implied or inferred. Action: Varies. A full-round action for every 10 words placed within or deciphered from a dream mark message. Try Again: Generally, retries are allowed when trying to leave a message, but not when receiving or intercepting one. Each retry carries the chance of miscommunication. Special: If the target’s Sense Motive check succeeds against one of your bluff talk abilities, then it recognizes what you were attempting and cannot be affected by your bluff talk abilities for one day. This also typically moves the target’s attitude towards you one step closer to enemy, if it 73 is not already there.

Climb

Concentration

Dream Action: You can climb upon perfectly flat vertical surfaces and ceilings, made of everything from flimsy to insubstantial materials. All of the below are supernatural abilities, except the movement modifier.

Dream Action: You can use this skill to maintain concentration in the face of other distractions while using the Dream Weaving skill. The table below summarizes various types of distractions that cause you to make a Concentration check while attempting to use the Dream Weaving skill:

Table 3.5: New Climb Uses Example A perfectly smooth, flat, vertical surface. A perfectly smooth, flat, overhang or ceiling. Material being climbed is flimsy (Fragile branches, paper, waterfall)* Material being climbed is insubstantial (air, cloud, smoke) Surface is moving (waterfall, moving gears)

DC 30 40 40 50 +2 per 10 ft movement speed of object

* Or any other surface that could not normally hold your weight but is substantial.

Rapid Climbing: You can climb his or her speed as a moveequivalent action, or double his or her speed as a full-round action (requiring two Climb checks), but the character takes a –20 penalty on your check. Action: Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check.

Cast or Weave While being Grappled: You can cast spells or make dream weaves with somatic components even while grappled by making a Concentration check (DC 30 + effective spell level). Action: None. Making a Concentration check doesn’t take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively). Special: The Combat Casting feat grants a +4 bonus to Concentration checks made while using the Dream Weaving skill on the defensive (works exactly like casting on the defensive). Variant: If using the Backlash variant, if you fail fails your Concentration check add +1 to the Backlash check Difficulty Class per point you failed your Concentration check.

Table 3.6: New Concentration Uses Distraction

DC

Weather is a high wind carrying blinding rain or sleet.

5 + effective level*

Weather is wind-driven hail, dust, or debris.

10 + effective level*

Vigorous motion (on a moving mount, bouncy wagon ride, small boat in rough water, below decks in a storm-tossed ship). Injury by an attack of opportunity or readied attack made in response to a dream weave. Suffering automatic continuous damage

10 + effective level*

Damaged by spell or dream weave.

10 + damage dealt + effective level* 15

Weaver entangled.

10 + damage dealt + effective level* 10 + half of continuous damage + effective level*

Violent motion (galloping horse, very rough wagon ride, small boat in rapids, on deck of storm-tossed ship). Weaving defensively (so as not to provoke attacks of opportunity).

15 + effective level*

Grappling or pinned. (Can only create dream weaves affected by the Still Weave feat.) Affected by earthquake spell or dream weaved earthquake.

20 + effective level*

Weather caused by spell or dream weave, such as storm of vengeance (same as distracted by nondamaging spell). Distracted by nondamaging spell or dream weave. (If the spell or dream weave allows no save, use the save DC it would have if it did allow a save.)

Distracting spell’s save DC + effective level*

15 + effective level*

20 + effective level*

Distracting spell’s save DC + effective level*

* Effective level is equal to the level of the spell being mimicked by the Dream Weaving skill, or when making a unique effect use whatever level the GM determines.

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Craft Dream Action: The Craft skill allows you to make temporary items out of pure thought using dream points or permanent items out of a mixture of dream points and gold. The DC and dream point cost depend on the difficulty of creating an item, its size, its material, and any enhancements it has. Temporary items are created via pure thought and last for one day, whereas items created with the aid of gold become permanent. The following table details the base DC and cost of creating items both temporary and permanent. Table 3.7: Summon Item DCs and DP Costs Item Type Craft Type Armor, Shield Armorsmithing Bowmaking Longbow, Shortbow Longbow or Shortbow, Composite Bowmaking Mighty bow Bowmaking Arrows (10) Bowmaking Crossbow Weaponsmithing Crossbow, hand Weaponsmithing Crossbow, repeating Weaponsmithing Bolt (10) Weaponsmithing Bolt Clip (5) Weaponsmithing Bullet (10) Weaponsmithing Simple melee or thrown weapon Weaponsmithing Martial melee or thrown weapon Weaponsmithing Exotic melee or thrown weapon Weaponsmithing Simple Item Varies Typical Item Varies High-quality Item Varies Complex or Superior Item Varies Simple Structure Varies Typical Structure Varies High-quality Structure Varies Complex or Superior Structure Varies

* These costs are modified by object size, material, and enhancements.

DC 10 + AC bonus 12 15 15 + (2 x Str bonus) 10 15 18 22 10 12 5 12 15 18 5 10 15 20 5 10 15 20

Base DP Cost per Item* 1 + 1 per AC bonus 2 3 3 + 1 per Str bonus 1 3 5 8 1 2 1 1 3 5 1 2 3 5 2 4 6 10

Material Modifiers: After determining the base dream points apply the material modifiers according to the following table:

Size Modifiers: After determining the material modified dream points apply the size modifiers according to the following table:

Table 3.8: Material Modifiers Material Type* Fragile (paper, rope, ice) Glass, leather, or fragile and wood mix Wood Fragile and stone mix Wood and stone mix Stone or fragile and metal mix Wood and metal mix Stone and metal mix Metal (iron, lead, steel) Special material

Table 3.9: Size Modifiers Object size* Diminutive to Fine Objects Tiny Object Small Object Medium-size Object Large Object Huge Object Gargantuan Object Colossal Object

DP Cost per Item x 0.5 +0 +1 +1 +2 +3 +4 +6 +8 1/25th the special material’s item cost modifier in gp

* Use the mixed categories when an item is made up of near equal parts of two different substances.

DP Cost per Item x 0.5 +0 +0 +1 +2 +4 +8 +16

* Use the size category of the object (such as dagger size being tiny and quarterstaff being large) with the exception that structures use the following guideline: Tiny structures are up to 1 foot cubed. Small structures are up to 2 feet cubed. Medium-sized structures are up to 5 feet cubed. Large structures are up to 10 feet cubed. Huge structures are up to 15 feet cubed. Gargantuan structures are up to 30 feet cubed. Colossal structures are up to 50 feet cubed. Those structures, which are larger than 50 feet cubed require +16 dream points and +16 gold for each 50-foot cube beyond the first.

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Enhancement Modifiers: After determining the size modified dream points cost from the above categories apply enhancement modifiers, if any, according to the following table: Table 3.10: Masterwork Modifiers Enhancements Craft Type Masterwork, Item Varies Masterwork, Armor Armorsmithing Masterwork, Structure Varies Masterwork, Weapon Weaponsmithing

DC +5 +5 +5 +5

* Only apply these extra gold costs to permanent items.

DP Cost per Item +2 +6 +10 +12

Gold Cost* +50 gp +150 gp +250 gp +300 gp

Dreamwrought Modifiers: The following are special Dream Plane only enhancements and include the additional gold cost of creating such items. The following enchantments can only be placed upon dreamwrought items. Table 3.11: Dreamwrought Modifiers Enhancements Craft Type Animated, object Varies Dreamwrought, Varies Tools Dreamwrought, Trapmaking Traps Dreamwrought, Armorsmithing Armor Dreamwrought, Varies Structure Dreamwrought, Weaponsmithing Weapon Flying Objects Varies Intelligent, object Varies Permanent Varies

DC +5 +20

DP Cost per Item +400 +6

Gold Cost +10,000 gp +150 gp

+20

+6

+150 gp

+20

+18

+450 gp

+20

+30

+750 gp

+20

+36

+900 gp

+10 +10 +10

See text See text Double the DP cost of item being created

See text See text Market price value in gp

Summon Items (Sp): You can create these items without raw materials and out of thin air. Dreamwrought Items: See Equipment section for more details on dreamwrought items and their characteristics. Making Items Permanent: You can create a permanent item if you add +10 to the DC, double the dream point cost, and sacrifice an amount of gold equal to the item’s base price plus any enhancements. Repairing Items: You can repair an item at the same DC that it takes to make it in the first place. The dream point cost of repairing an item is one-fifth the item’s total dream points cost, minimum of 1 DP. When repairing a permanent item you must permanently sacrifice one-fifth of the gold cost to create the item needed to repair the item, else the repairs are temporary and only last till the next turning. Quick Creation: You can use the summon item dream action as a free action when creating temporary items, but you take a –10 penalty on your check. Action: Varies. Creating temporary items takes a full-round action and the dream point cost must be paid in full at the time of creation. The time needed to create a permanent item depends upon the amount of dream points the item costs and how fast the creator wants to infuse the item with dream points. This process can take anywhere from a full-round action to many days and is only complete once all of the raw material, gold, and dream point costs are paid. You must expend at least 40 dream points per day upon a permanent item you are creating until it is finished, otherwise it is ruined. Each time you expend dream points to progress an item requires a new 76 Craft check to ensure successful infusion. You may take 10 on your Craft check, but may not take 20.

Try Again: Yes, but each failure means the dream points spent on the attempt to create or progress an item are lost. Also if you were attempting to create a permanent item, each failure by 15 or more ruins one-half of the gold needed to create the item. Special: You do not need equipment to make an item in the Dream Plane, though such equipment grants a +2 dream bonus to your check as it puts you into the right mindset. This dream bonus stacks with any equipment bonus you might have as holding such items focuses you upon the task at hand.

Craft (Alchemy)

Decipher Script

Dream Action: You can create temporary alchemical items are created via pure thought and dream points last until the turning of the day, whereas alchemical items created with the aid of gold become permanent and can survive the turning of the day. The following table details the base DC and cost of creating items both temporary and permanent:

Dream Action: You can decipher and even erase magical and mundane writings.

Table 3.12: Craft (Alchemy) DCs and DP Cost Task DC DP Cost Create Typical Alchemical Item (Acid) 15 1 20 2 Create High-Quality Alchemical Item (Alchemist’s Fire, Smokestick, or tindertwig) 25 3 Create Complex Alchemical Item (Antitoxin, sunrod, tanglefoot bag, or thunderstone) Creating Alchemical Item (Sp): You can create these items without raw materials and out of thin air. The following are special Dream Plane-only enhancements (except the entry for masterwork) and include the additional gold cost of creating such items. The following enchantments cannot be placed upon temporary items. Table 3.13: Craft (Alchemy) Modifiers Task DC DP Cost Create Masterwork +5 +2 Alchemical Item Create Dreamwrought +20 +6 Alchemical Item 42 Distill Emotion (despair, fear, 40 friendship, hate, hope, rage)

Gold Cost +50* +150 1,050

Create Masterwork Alchemical Item: A masterwork alchemical item gains one of the following benefits: +2 dream bonus to hit point damage of direct hits and +1 to splash damage (acid and alchemist’s fire), area of affect is increased by one-half (sunrod), the DC is raised by 5 (tanglefoot bag or thunderstone, or it gains a +5 dream bonus to the alchemical bonus (antitoxin). Create Dreamwrought Alchemical Item: See Equipment section for more details on dreamwrought alchemical items and their characteristics. Distill Emotion: By concentrating on a specific emotion you can create a flask of distilled emotion and use them as poisons or grenade-like weapons. See the end of this chapter for more details on the effects of distilled emotions. Making Items Permanent: You can create a permanent item if you add +10 to the DC, double the dream point cost, and permanently sacrifice an amount of gold equal to the item’s base price plus any enhancements. Special: You do not need alchemical equipment to make an item or identify it in the Dream Plane, though such equipment grants a +2 dream bonus to your check as it puts you into the right mindset. This dream bonus stacks with any equipment bonus you might have as holding such items focuses you upon the task at hand.

Table 3.14: New Decipher Uses Task Read Magic Comprehend Languages, written only Erase Illusory Script Secret Page

DC 25 30 30 40 40

Read Magic (Sp): As per the spell. Comprehend Languages (Sp): As per the spell, except it only works on written language. Erase (Sp): As per the spell. Illusory Script (Sp): As per the spell. Secret Page (Sp): As per the spell. Speed Reading: You can read one page as a full-round action, but suffer a –10 penalty on your check. Action: The spell-like abilities all require a full-round action. Try Again: Yes, but only for the spell-like abilities.

Diplomacy Dream Action: You can use this skill to charm and make suggestions to other creatures by speaking to them. Diplomatic Calm (Sp): You can use your Diplomacy check to calm emotions of any non-animal. The target gains a +15 dream bonus to their Diplomacy check. If the target fails their Diplomacy check they are treated as if a calm emotions spell (Will save 12 + your Charisma modifier negates) has been cast on them. Diplomatic Charm (Sp): You can use your Diplomacy check to charm humanoid creatures. The target gains a +10 dream bonus to their Diplomacy check. If the target fails their Diplomacy check they are treated as if a charm person spell (Will save 11 + your Charisma modifier negates) has been cast on them. You may use this ability against non-humanoids, but the target gains a +25 dream bonus to their Sense Motive check. Diplomatic Charm, Mass (Sp): You can use your Diplomacy check to charm multiple opponents. Targets gain a +35 dream bonus to their Diplomacy check. Any targets that fail their Diplomacy check are treated as if a mass charm monster spell (Will save 16 + your Charisma modifier negates) has been cast on them. Diplomatic Suggestion (Sp): You can use your Diplomacy check to place a suggestion in another creature’s head. The target gains a +15 dream bonus to their Diplomacy check. If the target fails their Diplomacy check they are treated as if a suggestion spell (Will save 12 + your Charisma modifier negates) has been cast on them. Diplomatic Request, Greater (Sp): You can use your Diplomacy check to put an opponent under a geas. The target gains a +35 dream bonus to their Diplomacy check. If the target fails their Diplomacy check they are treated as if a geas spell has been cast on them. Diplomatic Request, Lesser (Sp): You can use 77 your Diplomacy check to put an opponent with 7 HD or less under a lesser geas as per the spell. The target gains a +20 dream bonus to their Diplomacy

check. If the target fails their Diplomacy check they are treated as if a lesser geas spell (Will save 13 + your Intelligence modifier negates) has been cast on them. Hasty Diplomacy: You can use the diplomatic dream actions as a free action, but suffer a –20 penalty on your check. Action: Full-round actions. Special: If the target’s Diplomacy check succeeds against one of your diplomatic abilities, then it recognizes what you were attempting and cannot be affected by your diplomatic abilities for one day. This also typically moves the target’s attitude towards you one step closer to enemy, if it is not already there.

Disable Device Dream Action: You can disable devices with increased speed. The following table provides a list of trap types, the reduced speed for disabling them, and the DC increase for the reduced times: Table 3.15: Disable Device Reduced Speed Task Reduced Time Disable simple device Free action Disable typical device Standard action Disable intricate device Full-round action Disable complex device Full-round action

DC +20 +25 +30 +35

Enhancement Modifiers: Some devices might be enhanced and have a higher DC than normal. Use the following to modify the Disable Device DC for such devices: Table 3.16: Enhancement Modifiers Device Masterwork* Dreamwrought*

DC* +5 +10

* These bonuses apply to traps created via the Craft (Traps) skill.

Other Disable Device Uses: Disable device can also be used to disable devices from a distance and find critical weaknesses within the designs of a construct. Ranged Legerdemain: You can increase the Difficulty Class by 20 to perform a Disable Device check at a range of 30 feet. You cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. Critical Weakness (Su): Any critical threat dealt to a construct allows you to make a Disable Device check (DC 40). If the check is successful, you ignore the constructs immunity to critical hits and roll for confirmation and critical damage as normal.

Disguise Dream Action: You have the ability to change the appearance of yourself and others. Table 3.17: New Disguise Uses Task Disguise Self Alter Self Polymorph (self only) Seeming

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DC 30 35 45 50

Disguise Self (Sp): As per the spell. Alter Self (Sp): As per the spell. Polymorph (Sp): As per the spell, except it can only be used on yourself.

Seeming (Sp): As per the spell. Action: Full-round action.

Escape Artist Dream Action: You can escape spells that normally restrict movement and even squeeze through extremely tight spaces. Table 3.18: New Escape Artist Uses Restraint Magical restraint (i.e. binding, hold person, hold monster, web) Dreamwrought manacles Freedom of Movement Extremely tight space

DC 25 + (5 x spell level) 40 45 50

Magical Restraints (Su): You may use this skill to escape spells that impede motion. Freedom of Movement (Sp): As per the spell. Extremely Tight Space: This is the DC for getting through a space when one’s head shouldn’t even be able to fit; this can be as small as 2 inches square for Medium-size creatures. Halve this limit for each size category less than Medium-size; double it for each size category greater than Medium-size. If the space is long, such as in a chimney, multiple checks may be called for. Quickened Escape: You may make an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) as a full-round action, but suffer a –10 penalty on your check. You may make an Escape Artist check from a net or an animate rope, command plants, control plants, or entangle or any other magical restraint spell is as a move action, but suffer a –10 penalty on your check. You may escape from a grapple or pin as a free action. but suffer a –10 penalty to your check. You may make an Escape Artist check to squeeze through a tight space as a full-round action, but you suffer a –10 penalty on your check, and may have to make multiple checks if the space is long, such as in a chimney. Action: Making an Escape Artist check to escape from magical restraints or gaining freedom of movement requires a full-round action. Squeezing through an extremely tight space takes at least 1 minute, maybe longer, depending on how long the space is.

Forgery Dream Action: You can use this skill to embed commands and suggestions within a written document. This is done as you write the forgery and can only affect creatures that might hold the supposed writer of the forged document to hold some authority over them. Embedded Geas (Sp): You can use your Forgery check to put an opponent who reads the forgery under a geas as per the spell. The target gains a +35 dream bonus to their Forgery check. Note that this bonus stacks with any bonus from the forgery demanding something risky of the target or something contradictory to previous knowledge, procedure, or orders. If the target fails their Forgery check they are treated as if a geas spell has been cast on them. Embedded Greater Command (Sp): You can use your Forgery check to make a greater command, as per the spell, against an opponent who reads the forgery. The target gains a +30 dream

bonus to their Forgery check. Note that this bonus stacks with any bonus from the forgery demanding something risky of the target or something contradictory to previous knowledge, procedure, or orders. If the target fails their Forgery check they are treated as if a greater command spell (Will save 15 + your Intelligence modifier negates) has been cast on them. Embedded Lesser Geas (Sp): You can use your Forgery check to put an opponent with 7 HD or less who reads the forgery under a lesser geas, as per the spell. The target gains a +20 dream bonus to their Forgery check. Note that this bonus stacks with any bonus from the forgery demanding something risky of the target or something contradictory to previous knowledge, procedure, or orders. If the target fails their Forgery check they are treated as if a lesser geas spell (Will save 13 + your Intelligence modifier negates) has been cast on them. Embedded Suggestion (Sp): You can use your Forgery check to make a suggestion, as per the spell, against an opponent who reads the forgery. The target gains a +15 dream bonus to their Forgery check. Note that this bonus stacks with any bonus from the forgery demanding something risky of the target or something contradictory to previous knowledge, procedure, or orders. If the target fails their Forgery check they are treated as if a suggestion spell (Will save 12 + your Intelligence modifier negates) has been cast on them. Forge Document without Sample: You can forge a document without having seen a similar document or having a sample of the handwriting to be copied, but the reader gains a +20 dream bonus to their Forgery check. Note that this bonus stacks with any bonus from the forgery demanding something risky of the target or something contradictory to previous knowledge, procedure, or orders. Speed Writing: You can forge one page as a full-round action, but suffer a –20 penalty on your check. Action: None. Embedding a geas or suggestion is made as part of forging a document. Special: A single forgery can affect up to your HD worth of creatures before it loses its embedded power. If used against a creature with more HD than you it has no effect and its power is wasted. If the target’s Forgery check succeeds against one of your embedded abilities, then it recognizes what you were attempting and cannot be affected by your embedded abilities for one day. This also typically moves the target’s attitude towards you one step closer to enemy, if it is not already there.

Forgery and Dream Marks If using the dream mark variant the Forgery skill has additional uses as detailed below: Forging Another’s Dream Mark (Su): To forge a dream mark you must have examined that creature’s dream mark for at least ten minutes and make a Forgery check with a penalty equal to 10 + the effective character level and Charisma modifier of the creature who is having their dream mark forged. Thereafter whenever you would normally leave a dream mark you can leave a forgery of that creature’s dream mark behind instead. You can only keep a repertoire of other creature’s dream marks equal to your Intelligence modifier (minimum 1). You may “lose” knowledge of a creature’s dream mark at any time and gain a new one.

The GM makes the check secretly so you are not sure how good the forgery is. You don’t need to make a check until someone examines the work. This Forgery check is opposed by the Forgery skill of the person who examines the dream mark for authenticity. Viewer’s Check Modifier: The viewer gains bonuses or penalties to his Forgery check as described in the table below: Table 3.19: Viewer Modifiers Condition Viewer only casually reviews the dream mark Dream mark not known to viewer Dream mark somewhat known to viewer Dream mark intimately known to viewer

Modifier –2 –2 +0 +2

Action: One full-round action to place a forged dream mark per effective character level of the creature that is having their dream mark forged. Try Again: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the dream mark created by the forger might still fool someone else. The result of a Forgery check for a particular dream mark must be used for every instance of a different reader examining it. No reader can attempt to detect a particular forgery more than once; if that one opposed check goes in favor of the forger, then the reader can’t try using your own skill again, even if he’s suspicious about the dream mark.

Gather Information Dream Action: You can get a general idea of whether you should take a certain action or provide information about the legends that surround an important person, place, or thing by simply observing your surroundings for a brief moment and watching for signs hidden within the Dream Plane. Use the following table to determine DC: Table 3.20: New Gather Information Uses Task Augury Divination Legend Lore Vision

DC 35 45 50 60

Augury (Sp): As per the spell. Divination (Sp): As per the spell. Legend Lore (Sp): As per the spell. Vision (Sp): As per the spell. Action: Varies. One minute, except for vision, which only takes a standard action. Try Again: Yes, but not until the next day if pursuing the same type of information.

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Handle Animal

Heal

Dream Action: You can use the Handle Animal skill to calm and dominate animals, call forth animal messengers, and make animals enter a trance-like state.

Dream Action: You can use the Heal skill to cure wounds and other ailments.

Table 3.21: New Handle Animal Uses Task Calm Animal Charm Animal Speak with Animals Animal Messenger Animal Trance Dominate Animal

DC 30 30 30 35 35 40

Calm Animal (Sp): As per the spell. Charm Animal (Sp): As per the spell. Speak with Animals (Sp): As per the spell. Animal Messenger (Sp): As per the spell. Animal Trance (Sp): As per the spell. Dominate Animal (Sp): As per the spell. The character can handle creatures other than animals, and can teach or train in much less time than normally required. Table 3.22: Rearing and Training Non-Animals Task Time DC Rear magical beast 1 year 20 + HD of magical beast 2 months 30 + HD of magical beast Train magical beast Rear vermin 6 months 25 + HD of vermin 2 months 40 + HD of vermin Train vermin Rear other creature Varies 30 + HD of creature 2 months 50 + HD of creature Train other creature Rear/Train Magical Beast: You can rear and train magical beasts according to the normal Handle Animal rules. Rear/Train Vermin: You can rear and train vermin according to the normal Handle Animal rules. Rear/Train Other Creatures: You can rear and train other types of creatures according to the normal Handle Animal rules. Table 3.23: Reduced Teaching/Training Time Reduce Teaching/Training to . . . DC Modifier 1 month +10 1 day +20 1 hour +30 1 minute +40 Reduce Teaching/Training: Normally, teaching or training a creature requires two months of time. A character can accelerate the process of teaching or training a creature, reducing the time required to the listed time, by adding the DC modifier to the base DC for teaching or training the creature. A character can’t reduce the required time to less than 1 minute. Action: The spell-like abilities are full-round actions.

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Table 3.24: New Heal Uses Task Cure Wounds Remove Blindness/ Deafness Remove Paralysis Neutralize Poison Remove Disease Lesser Restoration Restoration Regenerate

DC 25 + (5 per spell level) Spell DC + 30 Spell DC +30 Poison’s DC + 30 Disease’s DC + 30 35 45 60

Cure Wounds (Sp): You can mimic the affects of one of the following cure spells: cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds, and cure critical wounds and their mass versions. Lesser Restoration (Sp): As per the spell. Remove Blindness/Deafness (Sp): As per the spell. Remove Paralysis (Sp): As per the spell. Neutralize Poison (Sp): As per the spell. Remove Disease (Sp): As per the spell. Restoration (Sp): As per the spell. Regenerate (Sp): As per the spell. Quickened Care: You may make a Heal check to perform first aid, treating caltrop wounds, treating poison as a move action, but suffer a –10 penalty on your check. You may make a Heal check to perform the abovementioned spell-like abilities as standard actions, but suffer a-10 penalty on your check. You may also treat disease or tend a creature wounded by a spike growth or spike stones spell as a full-round action, but suffer a –10 penalty on your check. Action: Full-round action.

Hide Dream Action: You can use this skill to hide even while being observed. Hide While Being Observed (Su): You can use the Hide skill even while being observed, but at a –20 penalty to your Hide check. This ability fools see invisibility and is unaffected by the invisibility purge spell, but does not thwart the true seeing spell. Other Hide Uses: You can also use the Hide skill to blur and even make yourself invisible. Table 3.25: New Hide Uses Task Blur, self only Invisibility, self only Nondetection, self only. Invisibility, Greater, self only Mislead, self only

DC 35 40 40 50 55

Blur (Sp): As per the spell, self only. Invisibility (Sp): As per the spell, self only. Nondetection (Sp): As per the spell, self only. Invisibility, Greater (Sp): As per the spell, self only. Mislead (Sp): As per the spell, self only. Hide Another: By accepting a –20 penalty on your Hide check, you can hide another adjacent creature whose size is no more than one category larger than your own. Modifiers to

the check for the size of the creature still apply, as do all other penalties, including those for moving faster than half speed. Likewise, you can only hide another creature when it is not under direct observation by a third party. The creature you hide remains hidden until it is spotted or it takes some other action that breaks its concealment, as normal. Action: The spell-like and hide another abilities require a move action.

Jump

Intimidate

Levitate (Sp): As per the spell, self only. Fly (Sp): As per the spell, self only. Overland Flight (Sp): As per the spell, self only. Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement midjump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.

Dream Action: You can use the Intimidate skill to unsettle and even frighten others. To use Intimidate in this manner you add the following modifiers to the level check’s DC. Table 3.26: New Intimidate Uses Task Cause Fear Command Scare Unsettling Presence (individual) Command, Greater Fear Frightful Presence (individual) Unsettling Presence (30 ft. radius) Frightful Presence (30 ft. radius) Repulsion

Level Check Modifier* +10 +10 +15 +15 +20 +25 +25 +25 +35 +35

* An opponent may expend 2 dream points to gain a +1 dream bonus to their level check against the Intimidate skill.

Cause Fear (Sp): As per the spell. Command (Sp): As per the spell. Scare (Sp): As per the spell. Unsettling Presence (Su): With a successful Intimidate check you force a target within 30 feet that has less Hit Dice than you to make a Will save (DC 10 + 1/2 your HD + your Charisma modifier) or become shaken for a number of rounds equal to your effective character level. If their Will save is successful, the target is immune to your unsettling presence for one day. When using the radius effect all opponents within 30 feet must make a Will save or become shaken. Command, Greater (Sp): As per the spell. Fear (Sp): As per the spell. Frightful Presence (Su): With a successful Intimidate check you force a target within 30 feet has less Hit Dice than you to make a Will save (DC 10 + 1/2 your HD + your Charisma modifier) or become frightened for a number of rounds equal to your effective character level. If their Will save is successful, the target is immune to your unsettling presence for one day. When using the radius effect all opponents within 30 feet must make a Will save or become frightened. Repulsion (Sp): As per the spell. Instant Intimidation: You can use the Intimidate skill’s dream actions as free actions, but suffer a -20 on your check. Action: The spell-like and unsettling or frightful presence abilities require full-round actions. Try Again: Generally, retries do not work. Even if the initial check succeeds, the other character can only be intimidated so far, and a retry doesn’t help. If the initial check fails, the other character becomes more firmly resolved to resist the intimidator, and a retry is futile.

Dream Action: You can use this skill to levitate and even fly. Table 3.27: New Jump Uses Task Levitate, self only Fly, self only Overland Flight, self only

DC 30 40 50

Knowledge Dream Action: You can use this skill to gain insight into an action that relates to your Knowledge skill. Table 3.28: New Knowledge Uses Task Augury, related to Knowledge skill only Divination, related to Knowledge skill only

DC 35 45

Knowledge Augury (Sp): As per the spell, except the augury must relate to your chosen Knowledge skill. Knowledge Divination (Sp): As per the spell, except the divination must relate to your chosen Knowledge skill. Improve Synergy Bonus: You can also improve the synergy bonus your Knowledge skill grants for one hour. Table 3.29: Greater Synergy Bonuses Synergy Modifier Minimum Knowledge Ranks +3 10 +4 15 +5 20

DC 20 30 40

Action: The spell-like abilities are full-round actions, while the greater synergy ability is part of whatever action that the synergy bonus affects. Special: If you have 5 or more ranks in a Knowledge skill, you gain a +2 synergy bonus to a designated skill or class ability related to the Knowledge skill. The GM is the final arbiter of what is or is not related to a particular Profession skill, however it is encouraged that the GM find at least one skill to grant the synergy bonus to even if only in particular circumstances.

81

Listen Dream Action: With a successful Listen check you can ignore weather effects upon your hearing, hear through silence, and much more. Table 3.30: New Listen Uses Tasks Become wary of an illusion with an audio effect Hear sound through silence effect Clairaudience Blindsense 60 feet Blindsight 30 feet

DC 25 + (5 per spell level) 35 40 45 55

Become Wary of an Illusion with Audio Effects (Su): This is a reaction to being exposed to an auditory illusion and does not use an action. Upon a successful check you gain a +4 to your Will disbelief save. This does not work on illusions without auditory elements, such as silence spells. Hear Sound through Silence Effect (Su): This allows you to hear sounds even when they would normally be suppressed by a silence spell, spell-like, or supernatural effect. Clairaudience (Sp): As per the clairaudience/clairvoyance spell, but you can only hear what is going on in a particular location. Blindsense (Su): You gain blindsense 60 feet for one encounter. Blindsight (Su): You gain blindsight 30 feet for one encounter. Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.

Move Silently Dream Action: You can move without making a sound. Silence (Sp): With a successful Move Silently check (DC 35) you move as if you are under the effects of a silence spell, except the silence only affects you. While under the effects of this ability you do not make a sound when you move nor can you speak. Selective Silence (Su): With a successful Move Silently check (DC 50) you move as if you are under the effects of a silence spell, except the silence only affects you. While under the effects of this ability you do not make involuntary sound when you move, though you may talk and make noise if you wish.

Open Lock Dream Action: You can open locks faster. Table 3.31: New Open Lock Uses Task Open a masterwork lock Open a Dreamwrought lock Open a lock as a standard action Open a lock as free action

82

DC +5 +10 +10 +20

Other Open Lock Uses: You can also use this skill to open a lock without thieves’ tools and even keep a lock from being opened by someone other than yourself.

Table 3.32: Open Lock without Tools Task Ranged Legerdemain Open/Close Arcane Lock Knock

DC +20 25 35 35

Ranged Legerdemain: You can increase the Difficulty Class by 20 to perform an Open Locks check at a range of 30 feet. You cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. Open/Close (Sp): As per the spell. Arcane Lock (Sp): As per the spell. Knock (Sp): As per the spell. Action: The spell-like abilities require full-round actions.

Perform Dream Action: You can calm or engender emotions, create illusions, and even animate objects with your performances. Table 3.33: New Perform Uses Effect Calm Emotions Enthrall Rage Crushing Despair Good Hope Heroism Hallucinatory Terrain Mirage Arcana Song of Discord Animate Objects Heroism, Greater

DC 35 35 35 40 40 40 45 50 50 55 55

Calm Emotion (Sp): As per the spell, except creatures must be within 90 feet of you and able to see and hear you. Enthrall (Sp): As per the spell, except creatures must be within 90 feet of you, able to see and hear you, and able to pay attention to him. Rage (Sp): As per the spell, except creatures must be within 90 feet of you and able to see and hear you. Crushing Despair (Sp): As per the spell, except creatures must be within 90 feet of you and able to see and hear you. Good Hope (Sp): As per the spell. Heroism (Sp): As per the spell, except you do not need to touch the creatures and they must be within 90 feet of you and able to see and hear you. Hallucinatory Terrain (Sp): As per the spell, except creatures must be within 90 feet of you, able to see and hear you, and able to pay attention to him. Mirage Arcana (Sp): As per the spell, except creatures must be within 90 feet of you, able to see and hear you, and able to pay attention to him. Song of Discord (Sp): As per the spell, except creatures must be within 90 feet of you and able to see and hear you. Animate Objects (Sp): As per the spell, except objects must be within 90 feet of you. Heroism Greater (Sp): As per the spell, except you do not need to touch the creatures and they must be within 90 feet of you and able to see and hear you. Action: Full-round action. Special: While one is using one of the above abilities they cannot cast spells, activate magic items by spell completion or

magic word. Deafened performers have a 20% chance of failure when attempting to use one of the above skill uses.

Profession Dream Action: You can use this ability to gain convince others they need your services or protect yourself from harm by plying your trade in such a manner that others cannot bring themselves to harm you. There are also unique dream actions for each profession that are listed in the Dream Actions for Specific Professions sidebar. Table 3.34: New Profession Uses Dream Plane Use Perform your profession in such a manner that it convinces another, who has need of your services to use your services. This is a mind-affecting charm affect that lasts one hour per rank in Profession skill. Will save (11 + your Wisdom modifier) negates effect. Perform your profession in such a manner that it convinces another, who has no real need of your services to use your services. This is a mind-affecting charm affect that lasts one hour per rank in Profession skill. Will save (13 + your Wisdom modifier) negates effect. You can successfully practice your trade in an unfriendly or semi-hostile civilized area without fear of getting attacked. So long as you are plying your trade, any potential foes need first succeed at a Will save (15 + your Wisdom modifier) or they are compelled not to attack you. This is a mind-affecting charm affect that lasts one hour per rank in Profession skill.

DC 30

40

50

Improve Synergy Bonus: You can also improve the synergy bonus your Profession skill grants for one hour just as described for the Knowledge skill. Table 3.35: Greater Synergy Bonuses Synergy Minimum Profession Ranks Modifier +3 10 +4 15 +5 20

DC 20 30 40

Action: The spell-like abilities are full-round actions, while the greater synergy ability is part of whatever action that the synergy bonus affects. Special: If you have 5 or more ranks in a Profession, you gain a +2 synergy bonus to a designated skill or class ability related to the Profession. The GM is the final arbiter of what is or is not related to a particular Profession skill, however it is encouraged that the GM find at least one skill to grant the synergy bonus to even if only in particular circumstances.

Dream Actions for Specific Professions Presented below is an assortment of dream actions that are connected to specific Profession skill checks. Barrister: You can make a living practicing law in courts that would normally be hostile to legal representatives (DC 40) or run on a different system of law (DC30). These are mind-affecting charm effects that last one hour per rank. You understand laws completely foreign to you in which you were never trained (DC 35). This effect lasts hour per rank. Boater/Sailor: You can pilot a boat on dry land (DC 35 +5 per additional passenger) for one minute per rank. You pilot a boat as a flying vehicle (DC 45 +5 per additional passenger) for one minute per rank. Bookkeeper: You can recall the information of any book you’ve ever read (DC30). You can find any existing book you are looking for in any library, even if the book wasn’t there to begin with (non-magical DC 35, magical DC 45, artifact DC 55). Clerk: You can translate or scribe languages to text without knowing the language (Simple languages and texts DC 25, standard languages and texts DC 30, intricate, exotic, or very old languages of texts DC 30). Cook: You can cook with any ingredients and recall recipes of fantastic origin in order to satisfy the most unusual clients, including those who are dreaming and don’t particularly need to eat (DC 30). Driver: You can animate and drive inanimate objects, such as a table or wagon, without a draft animal (Wheeled object DC 40; non-wheeled objects DC 55). This effect lasts for 1 minute per rank. Farmer: You can bring a crop to term in a matter or hours or even minutes (DC 60 – 1 per hour). You can grow almost anything, even things that shouldn’t necessarily grow in the soil (DC 10 + the Craft DC of the item grown). Note that growing permanent items requires the expenditure of dream points and gold, which must be planted in the ground. It takes 2d4 hours to grow such items. Fisher: By throwing a line or net into the sky, sand, or fields you can catch fish (DC 25). You may make it even more difficult to escape via Escape Artist or Strength check from a net thrown by you. You can increase the DC of both checks by 5 by succeeding your Profession (fisher) check (DC 30). Herder: With a successful call, a herd of 1d6+10 domestic farm animals is summoned to you (DC 50). The summoned herd lasts for one round per rank. Miller: You can grind up all sorts of things such as bones, gems, or anything else that needs processing and make magical breads that mimic 1st to 3rd level personal or single creature touch spells. The miller must make a successful check (DC 35 + 5 per level of spell being mimicked). The magic bread lasts for one day and must be completely consumed by the same creature in order to have an effect. All of the variable elements of the spell use the miller’s ranks in Profession (miller) to determine caster level. A good miller might run a business grinding up salves to make a healing bread that mimics a cure light wounds spell (DC 40), while an unseelie miller might grind children into flour to make a bread that mimics the false 83 life spell (DC 45). Miner: You can dig for specific objects in almost any substance (DC 20 + the Craft DC of

the item mined). Note that mining permanent items requires the expenditure of dream points and gold, which are expended when the miner starts digging. It takes 1d6x10 minutes to find the object you are mining for. Porter: You can fit twice as much stuff into a bag, knapsack, or package as it would normally hold, yet its total weight never exceeds the maximum weight the baggage can hold (DC 25 + 1 per each additional pound of weight added). Scribe: You can scribe texts to your memory and recall them later, even if you cannot understand the language (DC 30). Siege Engineer: Using a pen and paper you take one minute to draw a mock up of a single structure. When the drawing is ripped up it is activated like a scroll (standard action) and causes the structure to lose a number of points worth of hardness. This effect only works against a single structure whose total area is equal to 10 square feet per the siege engineer’s ranks (DC 30 + 5 for each point of hardness the structure losses) and to a depth of 5 feet. This effect last one round per rank. Special: A siege engineer can only have one active mock up drawn at any time.

or combat as a move action. The character takes no penalties to actions while doing so. Sitting back down in the saddle again is a free action. Fight with Untrained Mount: If you direct a non-war trained mount to attack in battle, you can still make your own attack or attacks normally. This is a free action. Attack from Cover: You can react instantly to drop down and hang alongside your mount, using it as one-half cover. The character can attack and cast spells while using his or her mount as cover without penalty. If the character fails, he or she doesn’t get the cover benefit. This usage does not take an action. Quickened Control: You can control a light mount, medium mount, or heavy mount while in combat as a free action, but suffer a –10 on your check. . If the character fails, he or she controls the mount as a move-equivalent action. A character does not need to roll for warhorses or war ponies. Action: Summoning a mount requires a full-round action, while the other action types are noted above. Try Again: Yes, but they do not negate previous failures.

Search Ride

Dream Action: You can find traps and the location of objects with this skill.

Dream Action: This skill allows you to summon temporary mounts depending upon your alignment. The DC and dream points depend on the type of mount being summoned. Mounts summoned by this ability last till the turning of the day. The following table details the DC and dream point costs of summoning a mount with the Ride skill. Table 3.36: Summon Mount DCs Mount Donkey, mule, pony Light horse, riding dog, war pony Heavy horse, light warhorse Warhorse, heavy Non-standard animal mount (bison, monitor lizard, elephant, rhinoceros) Non-standard magical beast mount (giant eagle, giant owl, pegasus, unicorn) Barding* Small creature Medium creature Larger creature Bit, Bridle, and Saddle* Military Pack Riding Exotic**

DC 15 20 25 30 30 + 5 per ECL 30 + 5 per ECL

Summon Mount (Sp): You can summon a mount according to the above rules. Other Ride Uses: The Ride skill can also be used to perform certain feats of riding beyond those presented in the PHB:

84

DC 35 35 60

Find Traps (Sp): As per the spell. Locate Object (Sp): As per the spell. Discern Location (Sp): As per the spell, except it only discerns the location of objects, not creatures. Quick Search: You may use the above spell-like abilities and those listed in the PHB as a move action, but suffer a –10 penalty on your check. Action: Full round action.

Sense Motive

+0 +5 +10 +10 +0 +5 +5

* These modifiers are only applied to the mount if you want your mount to be summoned with barding and/or bits, bridles, and saddles. ** Add this to the modifier for the base type of bit, bridle, and saddle.

Table 3.37: New Ride Uses Task Stand in the saddle Fight with untrained mount Fight from cover

Table 3.38: New Search Uses Task Find Traps Locate object Discern Location (objects only)

DC 30 35 40

Stand on Mount: This allows you to stand on your mount’s back even during movement

Dream Action: You have the ability to detect other people’s alignments and even their surface thoughts. Detect Alignment (Sp): You can use the Sense Motive skill (DC 35) to detect other people’s alignment. When using this skill you choose one of the following alignments to detect: chaos, evil, good, lawful. This use of the skill works exactly like the detect chaos/evil/good/lawful spells. When an opponent is using their Bluff skill to conceal alignment, roll an opposed skill check with the higher check result, which also exceeds the DC 35 check requirement, taking precedence. Detect Surface Thoughts (Sp): With a successful Sense Motive check (DC 35) you can detect thoughts, as per the spell. When an opponent is using their Bluff skill to conceal thoughts, roll an opposed skill check with the higher check result, which also exceeds the DC 35 check requirement, taking precedence. Other Sense Motive Uses: You can also use this skill to understand strange languages and discern the truth.

Table 3.39: New Sense Motive Uses Task Comprehend Languages, spoken language only Tongues Discern Lies

DC 30 40 45

Comprehend Languages (Sp): As per the spell, except it only works on spoken language. Tongues (Sp): As per the spell. Discern Lies (Sp): As per the spell. Action: Full-round action.

Sleight of Hand Dream Action: You can lift items faster and of larger size and even from farther than normal range. Lifting large objects is a supernatural ability. Table 3.40: New Sleight of Hand Uses Task Ranged Legerdemain Mage hand Conceal object in plain sight Lift a medium size object Object invisibility Obscure object Conceal other in plain sight Other invisibility Lift a large size object Greater object invisibility Greater other invisibility

DC +20 25 30 30 35 35 40 45 40 45 55

Ranged Legerdemain: You can increase the Difficulty Class by 20 to perform a Sleight of Hand check at a range of 30 feet. You cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. Mage Hand (Sp): As per the spell. Conceal Object in Plain Sight (Su): You can make an adjacent object of your size or smaller “disappear” while in plain view. In fact, the object is displaced up to 10 feet away—make a separate Hide check to determine how well the “disappeared” object is hidden. Object Invisibility (Sp): If you succeed your check you can make a small to large object touched by you invisible as per the invisibility spell. Obscure Object (Sp): As per the spell. Conceal Other in Plain Sight (Su): You can make an adjacent, willing creature of your size or smaller “disappear” while in plain view. In fact, the willing creature is displaced up to 10 feet away—make a separate Hide check to determine how well the “disappeared” creature is hidden. Object Invisibility, Greater (Sp): If you succeed your check you can make a small to large object touched by you invisible as per the greater invisibility spell. Other Invisibility (Sp): If you succeed your check you can make a creature of your size or smaller that is touched by you invisible as per the invisibility spell. Other Invisibility, Greater (Sp): If you succeed your check you can make a creature of your size or smaller that is touched by you invisible as per the greater invisibility spell. Action: Standard action.

Spellcraft Dream Action: You can identify and analyze magical objects to discover their uses and properties. Table 3.41: New Spellcraft Uses Task Detect Magic Identify Arcane Sight Analyze Dweomer Arcane Sight, Greater

DC 25 30 40 55 60

Detect Magic (Sp): As per the spell. Identify (Sp): As per the spell. Arcane Sight (Sp): As per the spell. Analyze Dweomer (Sp): As per the spell. Arcane Sight, Greater (Sp): As per the spell. Quick Identification: You can use the above spell-like abilities as free actions, but suffer a –20 penalty on your check. Action: Full-round action. Try Again: Yes, but the identify and analyze dweomer spelllike abilities can only be attempted once per day upon any one object.

Spot Dream Action: You can use the Spot skill to see invisible creatures, distant places, and even see things for what they truly are. Increasing the distance one can read lips from and reading lips at full speed are supernatural abilities. Table 3.42: New Spot Uses Task Increase maximum distance that you can read lips to 60 feet Clearvision Darkvision, self only Lesser clairaudience See invisibility Clairvoyance True Seeing, self only. Read Lips while moving full speed

DC 25 35 35 35 35 40 50 +20

Clearvision (Su): A successful Spot check allows you to see though thick mists, fog, dust or other visual impediments. You can only see in a 60-foot-range and retain the ability to distinguish color and detail under these conditions. Darkvision: As per the spell, self only. Lesser Clairaudience (Sp): With a successful Spot check you can “hear” what is being said by the one you are studying. This ability works upon those who you have line of sight on and who are within 120 feet. This only works upon the current target and immediately ends if you are distracted, loses sight of the speaker, or changes targets. See Invisibility (Sp): As per the spell. Clairvoyance (Sp): As per the spell, but you can only see what is going on in a particular location. True Seeing (Sp): As per the spell, self only. Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To 85 read lips, you must concentrate for a full minute before making a Spot check, and you can’t

perform any other action (other than moving at up to half speed) during this minute.

Survival Dream Action: You can use this skill to detect snares, pits, animals, plants, and even progeny or even use this skill to pass without a trace and resist elements. Table 3.43: New Survival Uses Task Find Place (general) Detect snares and pits Detect animals or plants Endure elements Pass without trace Resist energy Detect progeny Find Place (particular) Protection from energy Commune with Dream Find the Path

DC 25 30 30 30 30 30 35 35 35 50 55

Find Place, General (Su): You intuit the direction of the closest general place. This effect lasts for the rest of the day or until you find the closest general place. Find Place, Particular (Su): You intuit the direction of a particular place that you have previously visited, held, or met. This effect lasts for the rest of the day or until you find the particular place. Detect Snares and Pits (Sp): As per the spell. Detect Animals and Plants (Sp): As per the spell. Endure Elements (Sp): As per the spell. Pass without Trace (Sp): As per the spell. Resist Energy (Sp): As per the spell. Detect Progeny (Sp): As per the spell. Protection from Energy (Sp): As per the spell. Commune with Dream (Sp): As per the spell. Find the Path (Sp): As per the spell. Action: Full-round action.

Track Dream Actions You can also use the following dream actions if you have the Track feat. The DC and effect depend on the task you attempt. You must be personally familiar with the place or creature he seeks via this skill. On a natural roll of 1, you err and misidentify which direction your objective lays. The DM makes your check secretly so that you don’t know whether you rolled a successful result or a 1. Table 3.44: Survival Uses with Track Task Identify race/kind of creature(s) by tracks* Locate Creature Discern Location (creature only)

Swim Dream Action: You gain the ability to swim faster and even through whirlpools and up waterfalls. Swimming up a slope or vertically is a supernatural ability. Table 3.45: New Swim Uses Task Whirlpool, Undertow, Rapids, or Thick Liquids (Syrup, Oil) Against Current Up a slope Vertical

* These modifiers are cumulative; use any that apply.

DC modifier 30 +2 per 10 ft movement speed of liquid* +5* +10*

Speed Swimming: You can swim your speed as a moveequivalent action, or double your speed as a full-round action, but suffer a –20 penalty on your check. Action: Swimming is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action) or full-round action.

Tumble Dream Action: With this skill you can fall from large distances and suffer no ill effects. Table 3.46: New Tumble Uses Task Treat fall as if it was 20 feet less, than it really is when determining damage Feather fall, self only Free Stand

DC 25 30 35

Feather Fall (Sp): As per the spell, self only. Free Stand: You can stand up from prone as a free action (instead of as a move-equivalent action) and without provoking an attack of opportunity. Climb Vertical Surface: You can climb up to 20 feet (as part of normal movement) by jumping and bouncing off walls, trees, or similar vertical surfaces. You must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other. Action: Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.

Use Magic Device DC 40 45 60

Identify Race/Kind of Creature(s) by Tracks: You can tell the creature type of humanoid subtype of the creature you are following by studying tracks. Locate Creature (Sp): As per the spell. Discern Location (Sp): As per the spell, except 86 it only discerns the location of creatures, not objects. Action: Full-round action.

Dream Action: You can use this skill to avoid mishaps and even ignore curses. Table 3.47: New Use Magic Device Uses Task DC Avoid scroll mishap 11 + scroll’s caster level Avoid item mishap 16 + item’s caster level Save scroll from mishap 21 + scroll’s caster level Save item from mishap 26 + item’s caster level Ignore cursed item affects 50 Avoid Scroll Mishap (Su): This allows you to avoid the effect of a scroll mishap. In this case, the spell cast from the scroll

instead fails and is lost, but no ill effects are created. Avoid Item Mishap (Su): A successful check allows you to avoid an item mishap when he is attempting to use it blindly. This still is treated as a use of the item, but does not have any ill effects. Save Scroll from Mishap (Su): This not only allows you to avoid the scroll mishap, but also save the spell that was being cast so that it can be used at a later time. Save Item from Mishap (Su): This not only allows you to avoid the item mishap, but also saves the use of the item so that it can be used at a later time. Ignore Curse (Su): With a successful Use Magical Device check, you can ignore the affects of a cursed item. This check must be made every day you wish to use the cursed item. Note this does not grant items or others around you immunity in any way. For example, a bag of devouring if successfully ignored would not close around your hand if you reach in, however it would still consume anything else that was placed in it. Action: Varies. Avoiding mishaps or curses is a reaction and does not cost an action, but ignoring a cursed item takes a fullround action. Try Again: No, when trying to avoid a mishap. Yes, when trying to avoid curses, though failing this check means that you have to wait one hour before you can try again.

Use Rope Dream Action: You may animate rope with this skill. Table 3.48: New Use Rope Uses Task Quick splicing Tie unique knot Animate held rope Rope trick

DC 25 30 35 35

Quick Splicing: You can splice two ropes together as a fullround action. Tie Unique Knot: You can tie a knot that only you know how to untie. This doesn’t affect any Escape Artist checks made to escape these bindings. Animate Held Rope: You can command any rope you hold as if it had the animate rope spell cast upon it (except that using the skill in this way doesn’t grant any bonus on Use Rope checks made with the animated rope). Each command requires a separate Use Rope check. Because the effect isn’t magical, it can’t be dispelled. Rope Trick (Sp): As per the spell. Action: Full-round action.

New Skills The following skills are unique to the Dream Plane and allow characters to change the dream’s environment and the progeny within it.

Dream Weaving (CHA; TRAINED ONLY) Dream Action: You can change the progeny, atmosphere, and landscape of the Dream Plane by shear force of will. Note that certain dream weave magnitudes can only be created by characters with a minimum number of ranks in the Dream Weaving skill. The effects of a dream weave last as long as the spells they are based upon. For unique effects not based on a spell, determine the effective spell level and use the suggested duration under each dream weave magnitude. Table 3.49: Dream Weaving Uses Task Min. Ranks 1 Change Insignificant Detail Change Minor Detail 4 Change Significant 7 Detail Change Major Detail 11

DC

DP Cost

Gold Cost*

XP Cost*

5

2

1 gp

1

10 20

5 10 x effective spell level 10 x effective spell level 10 x effective spell level 100 X2

25 gp 250 gp x effective spell level 500 gp x effective spell level 750 gp x effective spell level 10,000 gp See above costs

1 10 x effective spell level

30

Change Massive Detail

15

40

Alter World Permanent

19 11

50 +10

20 x effective spell level 30 x effective spell level 400 See above costs

* Spent when making a weave permanent. The effective spell level is equal to the level of the spell being mimicked by the Dream Weaving skill, or when making a unique effect use whatever level the GM determines.

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Change Insignificant Detail (Sp): The change is no more significant to the progeny, atmosphere, and landscape of the Dream Plane than a 0-level spell, often less so. For unique dream weave effects not based on a specific spell, the duration of the dream weave should be 1 round. Change Minor Detail (Sp): The change should not affect the progeny, atmosphere, and landscape of the Dream Plane more severely than would a 1st level spell. For unique dream weave effects not based on a specific spell, the duration of the dream weave should be 1 round per effective character level. Change Significant Detail (Sp): The change directly affects the progeny, atmosphere, and landscape of the Dream Plane in a significant way and should be comparable to a 2nd to 3rd level spell. For unique dream weave effects not based on a specific spell, the duration of the dream weave should be 1 minute per effective character level. Change Major Detail (Sp): The change directly affects the progeny, atmosphere, and landscape of the Dream Plane in a vital way and should be on par with 4th to 6th level spells. For unique dream weave effects not based on a specific spell, the duration of the dream weave should be 10 minutes per effective character level. Change Massive Detail (Sp): These changes have immense affect on progeny, atmosphere, and landscape of the Dream Plane and are on par with 7th to 9th level spells. For unique dream weave effects not based on a specific spell, the duration of the dream weave should be 1 hour per effective character level. Alter World (Sp): These changes are the stuff that legends and cataclysms are made of and surpass the scope of 9th level spells. For unique dream weave effects not based on a specific spell, the duration of the dream weave should be 1 day per effective character level. Making Weaves Permanent: If you add +10 to the DC of the Dream Weaving check, pay twice the indicated dream point cost, and permanently sacrifice the amount of gold and XP indicated above you can make a weave permanent. Action: Full-round action, which includes verbal and somatic components. Material and XP costs can also be associated with the use of the Dream Weaving skill, but only if you are attempting to make a dream weave permanent. Anything that would keep you from being able to speak or move will prevent you from being able to dream weave unless you have a metaweave feat that allows you to dream weave without verbal or somatic components. Try Again: Yes, but each failure means the dream points spent on the attempt are lost. Also if you were attempting to create a permanent weave each failure ruins half of the gold needed to create it. Special: Dream Weaving is normally a cross-class skill, but those who take the Dream Touched feat gain this skill as a class skill.

Dream Weaving and Dream Marks If using the dream mark variant the Dream Weaving skill has additional uses as detailed below: Erase Your Dream Mark (Su): This allows 88 you to erase a dream mark left by yourself by making a Dream Weaving check (DC 10) and expending 2 dream points.

Erase Another’s Dream Mark (Su): This allows you to erase a dream mark left by someone else by making a Dream Weaving check (DC 20) and expending a number of dream points equal to twice the effective character level of the creature that left the mark. Disguise Your Dream Mark (Su): Whenever you would normally leave a dream mark you can make a Dream Weaving check (DC 20 + 5 for each indicator changed) and leave a disguised dream mark behind instead. You expend 5 dream points for each indicator changed. The disguised dream mark can indicate an incorrect alignment, status (in this cased trueborn), race, gender, and level of training (i.e. class and level). Tamper with Another’s Dream Mark (Su): You can make a Dream Weaving check (DC 30 + 5 for each indicator changed) and tamper with a dream mark left behind by another. You expend 10 dream points for each indicator changed. The tampered dream mark can indicate an incorrect alignment, status (in this cased trueborn), race, gender, and level of training (i.e. class and level). Action: Varies. Erasing or disguising your own dream mark can be done as part of creating a dream weave, while erasing another’s dream mark requires a full-round action. Tampering with another’s dream mark requires one full-round action for each indicator that is changed.

Handle Progeny (CHA; TRAINED ONLY) Dream Action: If your Dream Plane has progeny, you can use this skill to attune and command progeny creatures. The DC and effect depend on the task you attempt: Table 3.50: Handle Progeny Uses Task DC Attune progeny 25 + Progeny’s HD Command attuned progeny 30 + Progeny’s HD Command unattuned progeny 40 + Progeny’s HD Handle Progeny 20 + Progeny’s HD Push Progeny 35 + Progeny’s HD Purpose DC + Progeny’s HD* Teach attuned progeny general purpose Teach attuned progeny trick Trick DC + Progeny’s HD*

* Use the Animal Handling trick and general purpose DCs, but with a +20 dream modifier.

Attitude Modifiers: The DC is modified by the creature’s current attitude as per the following chart: Table 3.51: Attitude Modifiers Current Attitude Modifier Helpful -5 Friendly -2 +0 Indifferent Unfriendly +2 Hostile +5 Creature Type Modifier: The Handle Progeny skill has a Difficulty Class modifier associated with it dependent upon the type of progeny being affected by the check as per the following chart:

Table 3.52: Creature Type Modifiers Creature Type Animal Magical Beast, Plant, Vermin Aberration, Construct, Elemental, Fey, Humanoid, Giant, Monstrous Humanoid, Ooze, Outsider, Undead Dragon

DC Mod +0 +5 +10 +20

Attune Progeny (Su): This allows you to use the command attuned-progeny and teach task capabilities of this skill upon a certain dreamspawn or nightmare creature. Upon a successful Handle Progeny check, the targeted progeny is considered “attuned” and has its attitude towards you changed to helpful. You can attune up to twice your effective character level in HD worth of progeny at any one time. You may “lose” you connection to a particular progeny at any time in order to attune to a new one. Command Attuned Progeny (Sp): This use of the skill allows you to give an attuned progeny a command, as per the spell (Will save 11 + your Charisma modifier negates) has been cast on them. Command Unattuned Progeny (Sp): This use of the skill allows you to give an unattuned progeny a command, as per the spell (Will save 11 + your Charisma modifier negates) has been cast on them. Handle Progeny (Su): This task involves commanding a progeny to perform a task or trick that it knows. If the progeny is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the progeny performs the task or trick on its next action. Push Progeny (Su): To push a progeny means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making a progeny perform a forced march or forcing it to hustle for more than 1 hour per day. If the progeny is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the progeny performs the task or trick on its next action. Teach Attuned Progeny a Trick: This is similar to teaching progeny general tasks, except that the tasks can be something unusual for that breed of progeny, such as training a dog to be a riding dog. Alternatively, you can use this aspect of Handle Progeny to train a progeny to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for or teaching a falcon to pluck objects from someone’s grasp. Progeny perform their tasks when ordered to by you, this does not require you to use the command attuned progeny ability. A progeny can learn a number of tricks equal to 3 times their Intelligence. Tricks are drawn from those listed under the Handle Animal skill, though players and GMs are encouraged to create their own. Teach Attuned Progeny General Purpose: A progeny can only be trained for one general task and performs its task when ordered to by you; this does not require you to use the command attuned progeny ability. A progeny can only have one general purpose. General purposes are drawn from those listed under the Handle Animal skill, though players and GMs are encouraged to create their own. Action: Varies. The attune progeny and teach attuned progeny abilities take a full-round action per HD of the creature being

attuned or taught, while the other actions require a standard action to perform. Asking an attuned progeny to perform a trick or general purpose via the handle progeny ability is a free action. Try Again: For commanding, handling, or pushing a progeny, yes. For attuning or teaching progeny, not until the next day. Special: Handle Progeny is normally a cross-class skill, but those who take the Dream Touched feat gain this skill as a class skill. If the target’s Will save succeeds against one of your command abilities, then it recognizes what you were attempting and cannot be affected by your command abilities for one day. This also typically moves the target’s attitude towards you one step closer to enemy, if it is not already there. Variant: If using the dreamspawn and nightmare variant, you can use this skill to attune and command dreamspawn or nightmare creatures depending on your alignment. If you are good you can affect dreamspawn, if you are evil you can affect nightmares. If you are neutral, you must choose which type of creature you can affect and may not reverse your decision later.

Weavecraft (INT; TRAINED ONLY) Dream Action: You can identify dream weaves and their effects and to counter them. Table 3.53: Weavecraft Uses Task Identify the magnitude of a dream weave being created. (You must see or hear the weaver’s verbal or somatic components) No action required. No retry. This allows you to attempt a counterweave. Identify a dream weave that’s already in place and in effect (you must be able to see or detect the effects of the dream weave.) No action required. No retry. Identify materials created or shaped by dream weaving. No action required. No retry. Understand a strange or unique dream weave effect. Time required varies depending upon the nature of the effect. No retry. Counterweave. Readied action, only.

DC* 15 + effective level of weave being made

20 + effective level of weave being made

20 + effective level of weave being made 30 or higher

Same as the DC of opponent’s Dream Weaving check.

* Effective level is equal to the level of the spell being mimicked by the Dream Weaving skill, or when making a unique effect use whatever level the GM determines.

Counterweave (Sp): If you have readied an action to counterweave a particular opponent within Close range (25 ft. + 5 ft./2 levels), have identified the magnitude of the weave being created (via a Weavecraft check) by your opponent, and can create a weave of the same magnitude as your opponent; you may attempt to counter it. You must make a Weavecraft check equal to the Dream Weaving check needed to create a dream weave of that magnitude. You must also expend the same amount of dream points as it 89 would normally cost to create a dream weave of that magnitude’s effective level. Upon doing so

the dream weave and its counterweave negate each other with no effect. Action: Varies, as noted above. Try Again: No. Special: Weavecraft is normally a cross-class skill, but those who take the Dream Touched feat gain this skill as a class skill.

Weavecraft and Dream Marks If using the dream mark variant the Weavecraft skill has additional uses as detailed below: Detect Dream Marks (Su): With a successful Weavecraft check (DC 15 + the effective character level and Charisma modifier of the creature that left the dream mark), you can discover dream marks that lie within 10 feet of you. If more than one dream mark is present only roll once and use the result to locate what dream marks you can see. Action: Full-round action.

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Feats: Dream Benefits Feats, like skills, are also subject to the mutable properties of the Dream Plane, allowing characters to accomplish startling and spectacular deeds. Player’s and GMs alike should read this section carefully, to familiarize themselves with the dream benefits of each feat and garner ideas on how to use them to add a fantastic feel to their Dream Plane campaigns. This section assumes the use of the Dream Point System as the means by which the dream benefits of these feats are activated, but if GMs are not using it, then they should use the alternative dream benefit guidelines presented in Appendix A.

Item Creation Rules An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of item, each item creation feat has certain features and costs in common. Gold Cost: In order to create a permanent magic item one must expend an amount of gold equal to the base gold piece cost minus its raw material costs (since this cost has already been paid by creating the item to be enchanted), usually from masterwork or dreamwrought items. XP Cost: The XP cost equals 1/25th the cost of the item in gold. A character cannot expend so much XP that he or she loses a level. However, on gaining enough XP to achieve a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level. A character may substitute dream points for XP on a 1 for 1 basis for up to onehalf of the normal XP cost. Base Dream Point Cost: The base dream point cost to create a magical item in the Dream Plane is equal to the XP cost and does not include any dream points expended as substitutions for XP. During the creation process the magic item’s creator, must expend at least 40 dream points every day in order to keep the process going. If during this time he cannot expend 40 dream points during a day the process must begin again, but the raw material, XP, and gold are not wasted. Raw Materials Cost: Unlike magic item creation in the Material Plane, this requires no access to a laboratory or magic workshop, special tools, and so on, though these can help put the creator in the proper mindset during the creation process. Extra Costs: Any permanent potion, scroll, or wand that stores a spell with an additional gold, dream point, or XP cost also carries a commensurate cost. For potions and scrolls, the creator must pay the normal gold, dream point, or XP cost normally associated with the spell they are mimicking with the item. For a wand, the creator must pay fifty times the gold, dream point, or XP cost normally associated with the spell that is being produced by the item. Other types of magic items similarly incur the normal cost in gold, dream points, and XP based upon the spells used to create the magic item. Time: In addition to the time needed to create the permanent masterwork or dreamwrought item used as the base material of every magic item, it also takes some time to enchant the items with magic properties. This time depends upon the amount of dream points the item costs to create and how fast the creator chooses to infuse the magic item with dream points. This process

can take anywhere from one round to many days. Special: A character can only work on one magic item at a time. If a character starts work on a new item, all XP, gold, and dream points are wasted.

Magic Item Creation Examples For example, if a 14th-level trueborn sorcerer with a 16 Charisma (as his dream point modifying ability score) and 324 dream points creates a permanent masterwork leather armor at the cost of 20 dream points and 160 gold. The round after creating the masterwork leather the sorcerer who now has 304 dream points may begin to enchant it. He chooses to enchant it as a +1 light fortification leather armor, which has no extra costs from the spells needed in its creation. After casting the appropriate spell, the sorcerer begins the main process of infusing the masterwork leather with its permanent magic abilities. The normal gold cost for +1 light fortification leather armor minus its raw material cost is 4,000, which means the item has a cost of 4,000 gold, 160 XP, and 160 dream points. Now the sorcerer can expend up to 150 dream points per round infusing these magic abilities into the masterwork leather. With the former expenditure, the sorcerer can complete the magical infusion process after 2 rounds of work at which time the item is created. So in three rounds a 14th-level trueborn sorcerer can create a piece of +1 light fortification leather armor. If the sorcerer only expends the minimum of 40 dream points per day on the +1 light fortification leather armor it will take four days to create. If the same sorcerer creates a permanent masterwork greatsword with a cost of 50 dream points and 350 gold. It only takes one round to create this masterwork greatsword as the sorcerer can expend up to 150 dream points per round. The round after creating the masterwork greatsword the sorcerer who now has 274 dream points may begin to enchant it. He chooses to enchant it as a frost brand, which has the negligible extra cost for the material cost from the ice storm spell. After casting the appropriate spells and paying the extra costs the sorcerer begins the main process of infusing the masterwork greatsword with its permanent magical properties. The normal gold cost for a frost brand minus its raw material cost is 54,100, which means the item has a cost of 54,100 gold, 2,164 XP, and 2,164 dream points. Now in light of how expensive this magic item is in terms of dream points the sorcerer cannot, except through the aid of some serious magical infusion, create this item in a single day. In fact, even if he expends all his dream points each day, which is near 1,000 dream points, it will take him at least three days, including the day he began work on the frost brand before he can complete the magical infusion process. If the sorcerer only expends the minimum of 40 dream points per day on the +1 light fortification leather armor it will take fifty-five days to create.

Metamagic Rules All metamagic feats have the same dream benefit and guidelines. Each metamagic feat allows a caster to lower the spell slot increase caused by a metamagic feat by one for every 10 dream points they expend at the time 91 of preparation (usually during the turning of a day) for clerics, druids, paladins, rangers, and wizards

or casting for bards and sorcerers. A caster can never use dream points to cast metamagic modified spells that would effectively be beyond the maximum spell slot they could normally cast, nor can they expend dream points to bring the spell’s level below the spell’s base level. This dream benefit for metamagic feats cannot be used in magic item creation.

Metamagic Example For example, an 15th-level trueborn wizard with a Charisma of 16 and 342 dream points can cast up to 8th level spells and has the Extend Spell, Heighten Spell, and Quicken Spell metamagic feats. He wishes to prepare an extended, twiceheightened, and quickened grease spell. Normally such as spell would require an eighth level spell slot (one level from grease, one level from Extend Spell, two levels from Heightened Spell, and four levels for Quicken spell), however the wizard can expend dream points to lower the overall spell slot. For example, by expending 60 dream points this heavily metamagic laden grease spell can be safely altered such that it uses a 2nd-level spell slot. If the wizard wanted to he could expend 10 more dream points so the spell only requires a 1st-level spell slot. The wizard cannot expend more dream points to lower it to a 0-level slot because the grease spell’s base level is 1st level. Nor could the wizard add more metamagic to this spell because (although the spell’s spell slot might only be 2nd or 1st level, as stated above) a spell cannot be affected by metamagic to an effective level beyond the caster’s maximum spell level, which in this case is 8th-level spells.

Old Feats, Dream Benefits In the Dream Plane, the following feats can be used to provide benefits beyond those found in the PHB and do not replace the benefits delineated therein. Each feat has a “Dream Benefit” that details on how these feats benefit a character while they are within the Dream Plane.

Acrobatic [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Jump or Tumble check even while in stressful situations.

Agile [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Balance or Escape Artist check even while in stressful situations.

Alertness [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Listen and Spot check even while in stressful situations.

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Animal Affinity [General] Dream Benefit: You can expend 5 dream

points to Take 10 on a single Handle Animal or Ride check even while in stressful situations.

Armor Proficiency (heavy) [General] Dream Benefit: You can expend 5 dream points to lower the penalties of wearing heavy armor for one encounter. While expending dream points on this feat your armor’s maximum Dexterity bonus increases by two, the armor check penalty decreases by two, arcane spell failure lowers by 10%, and the wearer is considered to only be wearing medium armor.

Armor Proficiency (light) [General] Dream Benefit: Same as Armor Proficiency (heavy), except the wearer is considered to not be wearing armor.

Armor Proficiency (medium) [General] Dream Benefit: Same as Armor Proficiency (heavy), except the wearer is considered to be wearing light armor.

Athletic [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Climb or Swim check even while in stressful situations.

Augment Summoning [General] Dream Benefit: You can expend 10 dream points to grant creatures you conjure with summoning spells a +4 to Dexterity in addition to the normal bonuses to Strength and Constitution.

Blind-Fight [General] Dream Benefit: You can expend 10 dream points to gain blindsight at a radius of 5 feet for one encounter.

Brew Potion [Item Creation] Dream Benefit: You can create magic potions that can switch between spells it can cast. You must be able to create a magic potion with the properties you want to be able to infuse into it. When creating a magic potion with the capacity to switch spells you essentially make one magic potion and simply infuse it with dream spells, at a reduced cost. You must decide which spell will be primary and dream. The primary spell is always active and has its normal creation costs, while dream spells do not take into account the primary spell when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The user of the potion, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. For example, a 9th-level sorcerer who creates a potion of haste

can give it a dream spell ability to mimic a potion of gaseous form. The potion of haste would normally cost 750 gold, 30 XP, and 30 dream points, but with the addition of the potion of gaseous form dream spell the creation costs an additional 188 gold (750/4), 8 XP, and 8 dream points for a total of 938 gold, 38 XP, and 38 dream points. Thus the sorcerer or anyone else who knows the potion’s dream ability can use a free action and expend 1 dream point to make the potion of haste into a potion of gaseous form for one encounter. Special: You can create dream-only potions at only half the XP cost, but normal gold cost, except these potions can only be used while within the Dream Plane and nowhere else.

Dream Benefit: You can expend 2 + 2 dream points per level of the spell you are casting to suffer no attacks of opportunity for casting a spell even while not casting on the defensive. Special: You gain a +4 bonus to Concentration checks made to use the Dream Weaving skill while on the defensive. You can expend 2 dream points per effective spell level of the weave you are weaving to suffer no attacks of opportunity for using the Dream Weaving skill even while not weaving on the defensive.

magic arms or armor and infuse it with dream abilities, at a reduced cost. You must decide which special abilities will be primary and dream. Primary special abilities are always active and have their normal creation costs, while dream special abilities do not take into account the primary special ability when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The wielder of the arms or wearer of the armor, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. For example, 15th-level cleric could choose to create a +1 brilliant energy light mace with the dream special abilities of disruption, ghost touch, and bane (undead). The +1 brilliant energy light mace would normally cost 50,000 gold, 2,000 XP, and 2,000 dream points, but with the addition of the disruption, ghost touch, and bane (undead) dream special abilities the creation costs an additional 12,500 gold (50,000/4), 500 XP, and 500 dream points for a total of 62,500 gold, 2,500 XP, and 2,500 dream points. Thus the cleric or anyone else who knows the light mace’s dream ability when going up against undead can use a free action and expend 50 dream points to make the +1 brilliant energy light mace into a +1 disruption, ghost touch, bane (undead) light mace for one encounter. He may also choose to spend 6 dream points and only bring forth either the bane (undead) or ghost touch special ability in place of the brilliant energy ability. Special: You can create dream-only magic arms and armor at only half the XP cost, but normal gold cost, except these magical arms and armor can only be used while within the Dream Plane and nowhere else.

Combat Expertise [General]

Craft Rod [Item Creation]

Dream Benefit: In addition to the dodge bonus normally gained from this feat, you can expend a 2 dream points per -1 penalty you take on your attack rolls to gain an additional +1 dream bonus to your Armor Class. This benefit lasts for one round.

Dream Benefit: You can create magic rods that can switch between special abilities. You must be able to create a magic rod with the properties you want to be able to infuse into it. When creating a magic rod with the capacity to switch special abilities you essentially make one magic rod and simply infuse it with dream abilities, at a reduced cost. You must decide which special abilities will be primary and dream. Primary special abilities are always active and have their normal creation costs, while dream special abilities do not take into account the primary special ability when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The wielder of the rod, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. Rods with primary abilities that do not have charges or daily use limits may not have dream special abilities that require the expenditure of charges or have daily use limits, while a rod with a primary ability based on charges or daily use limits cannot be made into a non-charged or daily use rod. Charges or daily uses count against the rod’s charge or daily 93 use limits. For example, an 18th-level sorcerer who creates a rod of enlarge metamagic can give it a lesser

Cleave [General] Dream Benefit: You can expend 5 dream points to take a 5-foot step before making your extra cleave attack, though you must not have moved prior to dropping your opponent. This benefit lasts for one round.

Combat Casting [General]

Combat Reflexes [General] Dream Benefit: You can expend dream points to ignore any non-magical effect that would negate an attack of opportunity, such as tumbling or the dream benefits of some feats. You must expend an amount of dream points equal to that spent by your opponent upon the dream benefit that grants immunity to attacks of opportunity or 1 dream point for every point by which the opponent’s Tumble check succeeded. This expenditure is for each individual opportunity.

Craft Magic Arms and Armor [Item Creation] Dream Benefit: You can create magic arms and armor that can switch between special abilities. You must be able to create a magic arms or armor with the properties you want to be able to infuse into it. When creating a magic arm or armor with the capacity to switch special abilities you essentially make one

empower metamagic dream special ability. The rod of enlarge metamagic would normally cost 11,000 gold, 440 XP, and 440 dream points, but with the addition of the lesser empower metamagic dream special ability the creation costs an additional 2,250 gold (9,000/4), 90 XP, and 90 dream points for a total of 13,250 gold, 530 XP, and 530 dream points. Thus the sorcerer or anyone else who knows the rod’s dream ability can use a free action and expend 9 dream points to make the rod of enlarge metamagic into a rod of lesser empower metamagic for one encounter. If he uses the rod of lesser empower metamagic’s special ability, then that use counts against the normal three times per day use limitation on metamagic rods. Special: You can create dream-only rods at only half the XP cost, but normal gold cost, except these potions can only be used while within the Dream Plane and nowhere else.

Craft Staff [Item Creation] Dream Benefit: You can create magic staffs that can switch between special abilities. You must be able to create a magic staff with the properties you want to be able to infuse into it. When creating a magic staff with the capacity to switch special abilities you essentially make one magic staff and simply infuse it with dream abilities, at a reduced cost. You must decide which special abilities will be primary and dream. Primary special abilities are always active and have their normal creation costs, while dream special abilities do not take into account the primary special ability when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The wielder of the staff, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. Charges used by the dream special abilities count against the staff’s charge limit. For example, an 18th-level sorcerer who creates a staff of enchantment can give it a dream special ability to mimic the staff of illusion. The staff of enchantment would normally cost 65,000 gold, 2,600 XP, and 2,600 dream points, but with the addition of the staff of illusion dream special ability the creation costs an additional 16,250 gold (65,000/4), 650 XP, and 650 dream points for a total of 81,250 gold, 3,250 XP, and 3,250 dream points. Thus the sorcerer or anyone else who knows the staff’s dream ability can use a free action and expend 65 dream points to make the staff of enchantment into a staff of illusion for one encounter. If he uses charges from the staff of illusion’s special abilities, then those charges count against the charges the staff as a whole has. Special: You can create dream-only staffs at only half the XP cost, but normal gold cost, except these staffs can only be used while within the Dream Plane and nowhere else.

Craft Wand [Item Creation] 94

Dream Benefit: You can create magic wands that can switch between spells it can cast. You must be able to create a magic wand with the properties you want to be able to infuse into it.

When creating a magic wand with the capacity to switch spells you essentially make one magic wand and simply infuse it with dream spells, at a reduced cost. You must decide which spell will be primary and dream. The primary spell is always active and has its normal creation costs, while dream spells do not take into account the primary spell when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The wielder of the wand, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. Charges used by the dream spell count against the wand’s charge limit. For example, a 9th-level sorcerer who creates a wand of daylight can give it a dream spell ability to mimic a wand of eagle’s splendor. The wand of daylight would normally cost 4,500 gold, 180 XP, and 180 dream points, but with the addition of the wand of eagle’s splendor dream spell the creation costs an additional 1,125 gold (4,500/4), 45 XP, and 45 dream points for a total of 5,675 gold, 225 XP, and 225 dream points. Thus the sorcerer or anyone else who knows the wand’s dream ability can use a free action and expend 5 dream points to make the wand of daylight into a wand of eagle’s splendor for one encounter. If he uses charges from the wand of eagle’s splendor’s special abilities, then those charges count against the charges the wand as a whole has. Special: You can create dream-only wands at only half the XP cost, but normal gold cost, except these wands can only be used while within the Dream Plane and nowhere else.

Craft Wondrous Item [Item Creation] Dream Benefit: You can create wondrous items that can switch between special abilities. You must be able to create a wondrous item with the properties you want to be able to infuse into it. When creating a wondrous item with the capacity to switch special abilities you essentially make one wondrous item and simply infuse it with dream abilities, at a reduced cost. You must decide which special abilities will be primary and dream. Primary special abilities are always active and have their normal creation costs, while dream special abilities do not take into account the primary special ability when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The wearer of the wondrous item, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. Wondrous items may only be switched for other wondrous items that take up the same body slot. For example, an 8th-level sorcerer who creates gloves of storing can give it a dream special ability to mimic gloves of dexterity +2. The gloves of storing would normally cost 10,000 gold, 400 XP, and 400 dream points, but with the addition of the gloves of dexterity +2 dream special ability the creation costs an additional 1,000 gold (4,000/4), 40 XP, and 40 dream points for a total of 11,000 gold, 440 XP, and 440 dream points.

Thus the sorcerer or anyone else who knows the glove’s dream ability can use a free action and expend 4 dream points to make the gloves of storing into gloves of dexterity +2 for one encounter. Dream Benefit: You can create dream-only wondrous items at only half the XP cost, but normal gold cost, except these wondrous items can only be used while within the Dream Plane and nowhere else.

Deceitful [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Bluff or Disguise check even while in stressful situations.

Deflect Arrows [General]

Endurance [General] Dream Benefit: You can expend 5 dream points to suppress being fatigued or 10 dream points to suppress being exhausted for one encounter.

Enlarge Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Eschew Materials [General] Dream Benefit: You can decrease the amount of gold a spell requires by 2 gold pieces for every additional dream point expended at the time of casting.

Dream Benefit: You can deflect exceptional ranged weapons, like boulders and spells, by expending 1 dream point per 20 lb of the object being deflected or a number of dream point equal to five times the spell level (minimum 1 for 0-level spells) of the spell to be deflected. Objects weighing less than 20 lb. do not cost any dream points to deflect, just per round use of the feat.

Extend Spell [Metamagic]

Deft Hands [General]

Dream Benefit: You can expend 10 dream points to make an additional turning check beyond your normal turning allotment.

Dream Benefit: You can expend 5 dream points to Take 10 on a single Sleight of Hand or Use Rope check even while in stressful situations.

Exotic Weapon Proficiency [General]

Diehard [General]

Dream Benefit: You can expend 10 dream points to Take 10 on a single attack roll with an exotic weapon you are proficient with.

Dream Benefit: You can expend 10 dream points per 10 hit points you are below your threshold for death in order to continue to act even after you should be dead. This benefit lasts for one round after which, if you are still below the threshold for death when it becomes your turn again, you must expend another 10 dream points per 10 hit points you are below your threshold for death, or die.

Diligent [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Appraise or Decipher Script check even while in stressful situations.

Dodge [General] Dream Benefit: You can gain a +1 dream bonus to your Armor Class versus attacks from your chosen opponent for every dream point you expend. You can increase your dream bonus to Armor Class versus your opponent by up to 1 + half your Base Attack Bonus. This benefit lasts for one round.

Empower Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Dream Benefit: See Metamagic Rules for details.

Extra Turning [Special]

Far Shot [General] Dream Benefit: You can expend 5 dream points to double the range increment of projectile weapons or triple the range increment of a thrown weapon for one round. You can expend 10 dream points to triple the range increment of projectile weapons or quadruple the range increment of a thrown weapon for one round. You can expend 20 dream points to quadruple the range increment of projectile weapons or quintuple the range increment of a thrown weapon for one round.

Forge Ring [Item Creation] Dream Benefit: You can create rings that can switch between special abilities. You must be able to create a ring with the properties you want to be able to infuse into it. When creating a ring with the capacity to switch special abilities you essentially make one ring and simply infuse it with dream abilities, at a reduced cost. You must decide which special abilities will be primary and dream. Primary special abilities are always active and have their normal creation costs, while dream special abilities do not take into account the primary special ability when determining price, have one-quarter 95 the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of

dream points. The wearer of the ring, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. For example, an 9th-level sorcerer who creates ring of protection +3 can give it a dream special ability to mimic a ring of water walking. The ring of protection would normally cost 18,000 gold, 720 XP, and 720 dream points, but with the addition of the ring of water walking dream special ability the creation costs an additional 3,750 gold (15,000/4), 150 XP, and 150 dream points for a total of 21,750 gold, 870 XP, and 870 dream points. Thus the sorcerer or anyone else who knows the ring’s dream ability can use a free action and expend 15 dream points to make the ring of protection +3 into a ring of water walking for one encounter. Special: You can create dream-only rings at only half the XP cost, but normal gold cost, except these rings can only be used while within the Dream Plane and nowhere else.

Great Fortitude [General] Dream Benefit: You can expend 2 dream points to grant a +1 dream bonus to a Fortitude saving throw as a reaction. You can have a dream bonus to your Fortitude save equal to 1 + half your effective character level.

Heighten Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Improved Bull Rush [General] Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making opposed Strength checks to initiate or oppose a bull rush special attack.

Great Cleave [General]

Improved Counterspell [General]

Dream Benefit: As Cleave, except that you can make any number of 5-foot moves, in between attacks, up to your base speed as long as you did not move before your initial attack.

Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when attempting to identify the opponent’s spell in order to counter it.

Greater Spell Focus [General]

Improved Critical [General]

Dream Benefit: You can expend 2 + 2 dream points per spell level to grant a +1 dream bonus to the effective caster level of a single spell for purposes of determining level-dependent spell variables, such as damage dice or range.

Dream Benefit: When using the weapon you have selected, you only have to expend 15 dream points to use the luck roll ability when rolling to confirm a critical hit.

Greater Spell Penetration [General] Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making a caster level check to defeat a creature’s spell resistance or dispel a magic effect.

Greater Two-Weapon Fighting [General] Dream Benefit: You can expend 20 dream points to lower your two-weapon fighting penalties for both your primary hand and off hand attacks by 2 for one encounter.

Greater Weapon Focus [General] Dream Benefit: When attacking with your chosen weapon, you only have to expend 15 dream points to use the luck roll dream point ability.

Greater Weapon Specialization [General] 96

Dream Benefit: When using the weapon you have selected, you can expend 15 dream points before making the attack roll in order to roll damage twice. You take the better of the two damage results.

Improved Disarm [General] Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making opposed attack rolls to initiate or oppose a disarm special attack.

Improved Feint [General] Dream Benefit: You can expend 10 dream points to perform a feint action as a free action.

Improved Grapple [General] Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making opposed grapple checks to initiate or oppose a grapple special attack.

Improved Initiative [General] Dream Benefit: You can pay 10 dream points in order to roll initiative and act in a surprise round even when you would not normally be able to do so.

Improved Overrun [General] Dream Benefit: You only have to expend 15 dream points

to use the luck roll dream point ability when making opposed checks to initiate or oppose an overrun special attack.

Investigator [General]

Improved Precise Shot [General]

Dream Benefit: You can expend 5 dream points to Take 10 on a single Gather Information or Search check even while in stressful situations.

Dream Benefit: You can decrease the armor or natural armor bonus granted by an opponent’s armor or hide by 1 for every 2 dream points you expend. You can lessen the armor or natural armor of an opponent by up to 1 + half your Base Attack Bonus. This affects only one ranged attack.

Improved Shield Bash [General]

Iron Will [General] Dream Benefit: You can expend 2 dream points to grant a +1 dream bonus to a Will saving throw as a reaction. You can have a dream bonus to your Will save equal to 1 + half your effective character level.

Dream Benefit: You can gain a +1 dream bonus to your shield bonus for every 2 dream points you expend versus an opponent you have successfully shield bashed. You can increase your shield bonus to Armor Class versus your shield bashed opponent by up to 1 + half your Base Attack Bonus. This affects the shieldbashed opponent for one round.

Leadership [General]

Improved Sunder [General]

Lightning Reflexes [General]

Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making opposed attack rolls to initiate or oppose a sunder special attack.

Dream Benefit: You can expend 2 dream points to grant a +1 dream bonus to a Reflex saving throw as a reaction. You can have a dream bonus to your Reflex save equal to 1 + half your effective character level.

Improved Trip [General] Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making opposed checks to initiate or oppose a trip special attack.

Improved Turning [General] Dream Benefit: You only have to expend 15 dream points to use the luck roll dream point ability when making turning checks.

Improved Two-Weapon Fighting [General] Dream Benefit: When attacking with the off hand, you only have to expend 15 dream points to use the luck roll dream point ability. This can only affect the off hand attack roll, not the primary attack roll. Special: If you have greater weapon focus in the weapon you are using in your off hand attack it only takes 12 dream points to use the luck roll dream point ability in conjunction with an off hand attack.

Improved Unarmed Strike [General] Dream Benefit: You can increase your unarmed damage by one category for one encounter by expending 10 dream points. The following is a progressive list of damage categories: 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d8, 3d10, 4d8, 4d10.

Dream Benefit: No change, because followers and cohorts gained via this feat are more powerful than normal due to their additional racial dream traits, surreal class features, dream points, and other abilities granted while within the Dream Plane.

Magical Aptitude [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Spellcraft or Use Magical Device check even while in stressful situations.

Manyshot [General] Dream Benefit: You can expend 10 dream points to ignore your manyshot penalties when firing two arrows at once. You can expend 15 dream points to ignore your manyshot penalties when firing three arrows at once. You can expend 20 dream points to ignore your manyshot penalties when firing four arrows at once. This benefit only lasts for one manyshot attack.

Martial Weapon Proficiency [General] Dream Benefit: See Exotic Weapon Proficiency for more details.

Maximize Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Mobility [General] Dream Benefit: You can gain a +1 dream bonus to your Armor Class versus attacks of opportunity for every dream point you expend.

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You can increase your dream bonus to Armor Class versus attacks of opportunity by up to 1 + half your Base Attack Bonus. This benefit lasts for one round.

Mounted Archery [General] Dream Benefit: You can expend 5 dream points to ignore the mounted penalty when double moving or 10 dream points when running. This benefit lasts for one round.

Mounted Combat [General]

point per -1 penalty you take on your attack rolls to gain a +1 dream bonus to your damage in addition to the damage bonus normally gained from this feat. This benefit lasts for one round. If you are wielding a two-handed weapon or a one-handed weapon in two hands, instead you can expend 1 dream point per -1 penalty you take on your attack rolls to gain a +2 dream bonus to your damage in addition to the damage bonus normally gained from this feat. Special: Dream bonuses to damage are not multiplied when you score a critical hit.

Precise Shot [General]

Dream Benefit: You can expend 5 dream points to make a Ride check in place of your mount’s Reflex save. If your Ride check result is higher than the Difficulty Class of the Reflex save the mount is considered to have succeeded its Reflex saving throw. This ability can only be used once per round.

Dream Benefit: You can decrease the cover bonus to Armor Class for one opponent by one category for every 5 dream points you expend. You cannot decrease the cover bonus of an opponent that is behind total cover. This benefit lasts for one round.

Natural Spell [General]

Quicken Spell [Metamagic]

Dream Benefit: You can expend 5 dream points to use magic items you could not normally use, while in wild shape This benefit lasts for one round.

Dream Benefit: See Metamagic Rules for details.

Quick Draw [General]

Negotiator [General]

Dream Benefit: You can expend 10 dream points to draw a hidden weapon as a free action.

Dream Benefit: You can expend 5 dream points to Take 10 on a single Diplomacy or Sense Motive check even while in stressful situations.

Rapid Reload [General]

Nimble Fingers [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Disable Device or Open Lock check even while in stressful situations.

Persuasive [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Bluff or Intimidate check even while in stressful situations.

Point Blank Shot [General] Dream Benefit: You can gain a +1 dream bonus to attack and damage rolls at point blank range for every 2 dream points you expend before making a single attack roll. You can have a maximum dream bonus to attack and damage equal to 1 + half your Base Attack Bonus. You can also expend 10 dream points to extend your point blank range out to 60 feet. This benefit lasts for one round. Special: Dream bonuses to damage are not multiplied when you score a critical hit.

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Power Attack [General] Dream Benefit: You can expend a 1 dream

Dream Benefit: You can expend 5 dream points to avoid attacks of opportunity, while reloading a crossbow.

Rapid Shot [General] Dream Benefit: You can expend 5 dream points to ignore the rapid shot penalty. This benefit lasts for one round.

Ride-By Attack [General] Dream Benefit: You can expend 5 dream points to ignore attacks of opportunities from a single opponent while using this feat. You may designate multiple opponents that you ignore for purposes of attacks of opportunity, but must expend 5 dream points for each such opponent. This benefit lasts for one round.

Run [General] Dream Benefit: You can make a direction change of up to 45 degrees or less for every 5 dream points you expend while running, but only move four times your normal speed if wearing light or no armor and carrying a light load or three times your speed if in medium or heavy armor or carrying a medium or heavy load.

Scribe Scroll [Item Creation] Dream Benefit: You can create magic scrolls that can switch

between spells it can cast. You must be able to create a magic scroll with the properties you want to be able to infuse into it. When creating a magic scroll with the capacity to switch spells you essentially make one magic scroll and simply infuse it with dream spells, at a reduced cost. You must designate both the primary and dream spell at the time of creation. The primary spell is always active and has its normal creation costs, while dream spells do not take into account the primary spell when determining price, have one-quarter the normal cost, must be of an equal or lesser base price modifier than the primary special ability, and can only be activated via the expenditure of dream points. The user of the scroll, as a free action, can expend 1 dream point per 1,000 gp base price the item would be if it only had the chosen dream special abilities. The item’s special abilities switch for one encounter. Scrolls with more than one spell can have multiple dream spells associated with it, but each dream spell must be paired with a primary spell so that when one is used so is the other. For example, a 9th-level cleric who creates a scroll of break enchantment can give it a dream spell ability to mimic a scroll of wall of stone. The scroll of break enchantment would normally cost 1125 gold, 45 XP, and 45 dream points, but with the addition of the scroll of wall of stone dream spell the creation costs an additional 282 gold (1125/4), 12 XP, and 12 dream points for a total of 1407 gold, 57 XP, and 57 dream points. Thus the sorcerer or anyone else who knows the scroll’s dream ability can use a free action and expend 2 dream points to make the scroll of break enchantment into a scroll of wall of stone for one encounter. Special: You can create dream-only scroll at only half the XP cost, but normal gold cost, except these scrolls can only be used while within the Dream Plane and nowhere else.

Self Sufficient [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Heal or Survival check even while in stressful situations.

Shield Proficiency [General] Dream Benefit: You can expend dream points to lower the penalties of shields you wield for one encounter. For 5 dream points you expend the armor check penalty decreases by 1, the arcane spell failure lowers by 5%, and grant yourself an amount of cover depending upon the type of shield used. Small shields grant one-quarter cover and medium shields grant one-half cover to any one direction. Bucklers grant no cover, but no longer cause an offhand penalty to attack rolls.

Shot on the Run [General] Dream Benefit: You can expend 5 dream points to ignore attacks of opportunities from a single opponent while using this feat. You may designate multiple opponents that you ignore for purposes of attacks of opportunity, but must expend 5 dream points for each such opponent. This benefit lasts for one round.

Silent Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Simple Weapon Proficiency [General] Dream Benefit: See Exotic Weapon Proficiency for more details.

Skill Focus [General] Dream Benefit: You lower the dream point cost by 5 when using the luck roll dream point ability in conjunction with the skill you have focused on.

Snatch Arrows [General] Dream Benefit: You can expend 5 dream points to reflect a ranged attack towards an opponent within the first range increment of the weapon being deflected. This reflected attack uses your base attack bonus and an attack of opportunity. If you do not have an attack of opportunity, then you cannot reflect the attack only snatch it. You can also reflect exceptional ranged attacks by expending 5 dream points per 20 lb of the object being deflected (those objects of less than 20 lb. do not cost any dream points to reflect) or a number of dream point equal to 10 times the spell level (minimum 5 for 0th level spells).

Spell Focus [General] Dream Benefit: You can expend 5 + 5 dream points per spell level to grant a +1 dream bonus to the effective caster level of a single spell for purposes of determining level-dependent spell variables, such as damage dice or range.

Spell Mastery [Special] Dream Benefit: You can retain any spell you are considered to have spell mastery of, which you have just cast by expending 10 + 10 dream points per spell level. This restores the spell to your memory and you may cast it again.

Spell Penetration [General] Dream Benefit: You can expend 2 + 2 dream points per spell level to grant a +1 dream bonus to the caster level checks of a single spell in regards to beating a creature’s spell resistance or dispelling magic effects.

Spirited Charge [General] Dream Benefit: You can make a direction change of up to 45 degrees or less for every 5 dream points you expend while charging with your mount.

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Spring Attack [General]

attacks by 2. This benefit lasts for one round.

Dream Benefit: You can expend 5 dream points to ignore attacks of opportunities from a single opponent while using this feat. You may designate multiple opponents that you ignore for purposes of attacks of opportunity, but must expend 5 dream points for each such opponent. This benefit lasts for one round.

Two-Weapon Defense [General]

Stealthy [General] Dream Benefit: You can expend 5 dream points to Take 10 on a single Hide or Move Silently check even while in stressful situations.

Still Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Stunning Fist [General] Dream Benefit: You can expend dream points to increase the Difficulty Class of the Fortitude save by 1 for every 5 dream points you expend. You can have a maximum dream bonus to the Fortitude DC equal to 1 + half your Base Attack Bonus. This benefit lasts for one round.

Toughness [General] Dream Benefit: You can expend 10 dream points to gain 5 temporary hit points for one encounter. Special: Each time this feat is taken you can expend an additional 10 dream points to gain an additional 5 temporary dream points for one encounter.

Tower Shield Proficiency [General] Dream Benefit: See Shield Proficiency.

Track [General] Dream Benefit: You can use the dream actions listed under the Track Dream Actions sidebar found next to the Survival skill entry.

Trample [General] Dream Benefit: You can expend 15 dream points to grant your mount the ability to use the luck roll dream point ability when making opposed checks to initiate or oppose an overrun (trample) special attack.

Two-Weapon Fighting [General] 100

Dream Benefit: You can expend 5 dream points to lower your two-weapon fighting penalties for both your primary hand and off hand

Dream Benefit: You can gain a +1 dream bonus to your shield bonus for every 2 dream points you expend. You can increase your shield bonus to Armor Class by up to 1 + half your Base Attack Bonus. This benefit lasts for one round.

Weapon Finesse [General] Dream Benefit: You can expend 10 dream points to finesse a one-handed weapon that usually cannot be finessed. This benefit lasts for one encounter.

Weapon Focus [General] Dream Benefit: When using the weapon you have selected, you can gain a +1 dream bonus to a single attack roll for every 2 dream points you expend before making the attack roll. You can have a maximum dream bonus to attack equal to 1 + half your Base Attack Bonus.

Weapon Specialization [Special] Dream Benefit: When using the weapon you have selected, you can gain a +1 dream bonus to damage rolls for every dream point you expend before making the attack roll. You can have a maximum dream bonus to damage equal to 2 + your Base Attack Bonus. Special: Dream bonuses to damage are not multiplied when you score a critical hit.

Widen Spell [Metamagic] Dream Benefit: See Metamagic Rules for details.

Whirlwind Attack [General] Dream Benefit: You can expend 5 dream points per threatened opponent to make a second whirlwind attack with the same full-round action.

New Feats

Greater Weave Focus [Dream]

The following feats were created specifically for play in the Dream Plane and as such most do not have any effect outside of such a setting. The feat type of Dream distinguishes these feats from those that can be used outside of the Dream Plane and it is recommended that players talk to their GM before taking them. This section also introduces Metaweave feats which can be attached to weaves created via the Dream Weaving skill in a similar fashion to how Metamagic feats can be applied to spells.

Dream Benefit: Add +1 to the Difficulty Class for all saving throws against your weaves. This bonus stacks with the one from Weave Focus. You can expend 2 dream points per spell level to grant a +1 dream bonus to the effective weave level of a single weave (maximum +20) for determining weave effects, but not beating a creature’s spell resistance.

Adept Intelligence [Dream] Prerequisite: Character level 4th, Int 13+. Dream Benefit: You can add your Intelligence modifier to your Dexterity score a number of times per day equal to 1 + half you level. It is a free action to use and the effect lasts for one encounter.

Dream Benefit: You get a +2 bonus to weaver level checks (1d20 + weaver level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Weave Penetration. You can expend 1 dream points per spell level to grant a +1 dream bonus to the weaver level checks of a single weave in regards to beating a creature’s spell resistance (maximum +20).

Dream Caster [Dream]

Heighten Weave [Metaweave, Dream]

Prerequisites: Dream Touched Dream Benefit: You can cast dream descriptor spells at half their normal dream point cost and 0th-level dream descriptor spells without dream point cost.

Dream Touched [Dream]

Prerequisite: Dream Touched. Dream Benefit: You increase the effective spell level of a weave created by the Dream Weaving skill by expending 10 dream points per effective level increase at the time of weaving. All effects dependent on level (saving throw DCs and ability to penetrate lesser globe of invulnerability) are calculated according to the new effective spell level of the weave.

Dream Benefit: You gain the Dream Weaving, Handle Progeny, and Weavecraft skills as class skills.

Inner Essence [Dream]

Enduring Wisdom [Dream] Prerequisite: Character level 4th, Wis 13+. Dream Benefit: You can add your Wisdom modifier to your Constitution score a number of times per day equal to 1 + half your level. It is a free action to use and the effect lasts for one encounter.

Greater Weave Penetration [Dream]

Prerequisite: Dream Touched. Dream Benefit: You gain 5 extra dream points. Special: You can take this feat multiple times. Its effects stack.

Lethal Strike [Dream, Optional]

Prerequisite: Dream Touched. Dream Benefit: You can double the range of the spell-like effects created by the Dream Weaving skill by expending 10 dream points at the time of weaving. Spell-like effects whose ranges are not close, medium, or long, are not affected by this feat.

Prerequisite: Base attack bonus +3. Dream Benefit: Your can deal lethal or nonlethal damage, at your option, to awakened characters, but when attempting to deal lethal damage you suffer a -4 penalty on your attack rolls. You can reduce the attack penalty by one for every 2 dream points you expend. This benefit lasts for one round. Normal: Without this feat, you cannot deal lethal damage to awakened characters, only nonlethal. GM’s Note: This feat is an optional one and GMs should only let it into their campaigns after careful consideration of its deadly implications.

Extend Weave [Metaweave, Dream]

Strength of Personality [Dream]

Prerequisite: Dream Touched. Dream Benefit: You can double the duration of the spelllike effects created by the Dream Weaving skill by expending 10 dream points at the time of weaving. Spell-like effects with a duration of concentration, instantaneous, or permanent are not affected by this feat.

Prerequisite: Character level 4th, Cha 13+. Dream Benefit: You can add your Charisma modifier to you Strength score a number of times per day equal to 1 + half your level. It is a free action to use and 101 the effect lasts for one encounter.

Enlarge Weave [Metaweave, Dream]

Silent Weave [Metaweave, Dream] Prerequisite: Dream Touched. Dream Benefit: You can use the Dream Weaving skill without verbal components on a single weave, but must expend 10 dream points to do so.

Still Weave [Metaweave, Dream] Prerequisite: Dream Touched. Dream Benefit: You can use the Dream Weaving skill without somatic components on a single weave, but must expend 10 dream points to do so.

True Damage [Metamagic, Dream, Optional] Prerequisite: Caster level 3rd. Dream Benefit: A true damage spell deals lethal damage to awakened characters instead of nonlethal damage. For example, a true damaged magic missile deals 1d4+1 points of lethal damage to an awakened character, not 1d4+1 nonlethal damage. Nondamaging spells are not affected. A true damaged spell uses up a spell slot two levels higher than the spell’s actual level. See Metamagic Rules for details on lowering the spell slot cost of this feat. GM’s Note: This feat is an optional one and GMs should only let it into their campaigns after careful consideration of its deadly implications.

Visionary [Dream] Benefit: You get a +2 bonus on all Dream Weaving checks and Weavecraft checks. Dream Benefit: You can expend 5 dream points to Take 10 on a single Dream Weaving or Weavecraft check even while in stressful situations.

Weave Focus [Dream] Dream Benefit: Add +1 to the Difficulty Class for all saving throws against your weaves. You can expend 5 dream points per effective spell level to grant a +1 dream bonus to the effective weaver level of a single weaver (maximum +10) for determining weave effects, but not beating a creature’s spell resistance.

Weave Penetration [Dream] Dream Benefit: You get a +2 bonus to weaver level checks (1d20 + weaver level) made to overcome a creature’s spell resistance. You can expend 2 dream points per spell level to grant a +1 dream bonus to the character level checks of a single weave in regards to beating a creature’s spell resistance (maximum +10).

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Widen Weave [Metaweave, Dream] Prerequisite: Dream Touched.

Dream Benefit: You can double the area of the spell-like effects created by the Dream Weaving skill by expending 30 dream points at the time of weaving. Spell-like effects that do not have a burst, emanation, line, or spread area of effect, are not affected by this feat.

Equipment: Dream Items In the Dream Plane, almost everything is created out of the imaginings of its inhabitants which raises many questions that GMs should consider before beginning play from what are dreams made of to what is the symbolism of items and objects within the Dream Plane? This section provides a series of quick reference charts that list the Craft DC and DP cost of weapons, armors, and equipment created in the Dream Plane for dream created items. Additionally, new items are introduced to engender a feel for some of the exotic possibilities that players and GMs can create for campaigns in a Dream Plane.

What Are Dreams Made Of? At first this might sound like a strange question, but it is one best answered before beginning a campaign. Options range from dreams being made of pure thought to some special dream material. Each choice has its own implications and fosters its own questions. Dream Substance/Elements: The Dream Plane is created out of a malleable dream substance or multiple dream elements each with their own morphic properties. This concept works well in concert with a Dream Plane with highly morphic or active morphic traits, as the dream substance or elements can be used as the source of the world’s transformative properties. This option also works well with the sentient morphic trait, as the Dream Plane could be a colossal creature and the dream substance its shape-shifting skin. Progeny characters, particularly in a sentient Dream Plane, could also be created out of a dream substance. If using dream elements one could say that certain components lend themselves to the creation of dreamspawn or nightmare creatures. GMs should feel free to create unique dream substance or elements, but each should have some kind of catalyst that helps trigger its transformation, such as gold. The decision as to whether there is one unified dream substance or multiple dream elements is important, as each has its own implications. If the Dream Plane is fashioned from a single dream substance, it leads to the notion that everything is relative and nothing has a set reality; instead all things can be changed to fit the individual’s imagination. On the other hand, multiple dream elements, perhaps based loosely upon those within the Material Plane, might each have their own specific capabilities and limitations that GMs and players must deal with during the course of adventuring. Consequently, this adds a level of complication to the Dream Plane that some GMs may wish to avoid. Both the dream substance and dream elements concepts work well with the Craft skill rules presented in the skills section above, however the GMs may wish to create a different catalyst than gold for the permanent transformation of the dream substance or elements. The gold costs listed under the Craft skill are simply meant to represent the relative benefit of creating a permanent item of the type indicated. Whatever catalyst is used, GMs are encouraged to keep its relative value as close to possible to those listed in the PHB as the ability to create anything one wants out of a single substance can lead to abuses by players if there is no cost associated with it. One alternative is to sacrifice a number of XP equal to the dream point cost of the item, but this makes creating permanent mundane items a costly adventure

and slows down character progression, which a GM may wish to avoid. Normal Elements: The Dream Plane is made out of the same substances as the Material Plane. This works well with an alterable or entwined morphic Dream Plane and lends itself to a similarity and connection to the Material Plane. GMs have very little work to do with a Dream Plane populated out of normal elements as everything is created and altered using the normal rules under the Craft skill presented in the PHB rather than those presented earlier in this chapter. Pure Thought: The Dream Plane is formed from the thoughts and imaginings of its inhabitants. This works well with almost any kind of Dream Plane, as thoughts can range from static to erratic in nature. There are a plethora of possibilities within such a world where thoughts rule reality, but an important question must be answered with regards to who’s thoughts reign supreme: Is the Dream Plane ruled by majority with the wishes and desires of the masses determining what exists or is that power held by only certain characters? Is the Dream Plane a constant conflict of interests with each inhabitant’s will seeking dominance over its immediate area or is the plane itself seeking dominance over all other’s wills? The answers to these questions will help shape the environment and mood of the Dream Plane, so GMs should consider each of these possibilities and decide upon the one that best fits their campaign. The Craft skill works as presented for the idea of temporary items, but gold or some other catalyst does not, so it is recommended that XP equal to the dream point cost of the item be sacrificed to make crafted items permanent. Combination: The Dream Plane could also be any combination of the three concepts above. When using a combination approach it is important to decide which dream element determines the Dream Plane’s veracity, and how the remaining dream elements affect it. Are there pockets of space within the Dream Plane that differ from the norm or is reality layered? If there are pockets of divergent reality, do they appear in specific areas or do they roam the Dream Plane in erratic paths? A tiered realm might have a dominant reality that is stable, but also have hidden pockets or latent layers of pure thought, sentient matter that has a profound effect on the dominant reality when triggered by specific creatures, actions, or events.

Crossing Over? One important concept GMs must resolve is whether items can be transported between the Dream Plane and other planes. This may depend upon the dreamer type or what the Dream Plane is made out of. A GM might even wish to use both as determining factors. Dreamer Types and Crossing Over: If crossing over is dependent upon the dreamer’s type, try one of the following solutions. Slumbering characters bring figment, phantasmal, or psychic versions of their own equipment into the Dream Plane depending upon the form they have taken. These items are essentially mental projections based upon the character’s real items, but have no real substance in the Dream Plane. 103 Such items cease to exist within the Dream Plane once the slumbering character departs and do not truly cross over into the Dream Plane. Likewise,

dream items can be brought back in a figment, phantasmal, or psychic form, but not in complete reality. Such items can only be seen and used by the character who brought it back from the Dream Plane, and only affect specific things or individuals in the real world. For instance, one might require a psychic dream component, such as the sword of dreams, in order to slay a guardian creature, open an eldritch door, or complete an ancient ritual. A slumbering character, unknown to himself or others, might bring a psychic item back with them after a dream or nightmare, and an entire adventure might be had trying to figure out the significance of the psychic item and protecting the individual from those who want it for their own ends. Awakened characters in dream form have the ability to take and bring psychic items to and from the Dream Plane, while those in shadow or living forms present other options. The shadow form makes it plausible for quasi-real items to cross over between the Dream Plane and other planes. Shadow items are only partially real like the things created by the shadow conjuration spell. Such objects are visible to others, though only vaguely so, and are useable by anyone who wields them. Shadow objects, like the pyshic one mentioned above, could be important factors within adventures outside of the Dream Plane. Awakened characters with the living form might even bring back real items from the Dream Plane. In this case, items are fully functional and have their normal effects outside of the Dream Plane, perhaps even allowing one to use certain dream abilities outside of the dream. Such items would be highly sought after and depending upon the circumstance of the dream one has that leads to its acquisition, they might also be seen as gifts from a higher power. Corporeal characters should be able to bring their items physically into and out of the Dream Plane, but taking things from the dream may not be so easy. The GM should decide on what, if anything, can be brought out of the Dream Plane; as there may be times when players will want to bring something back and the GM should seek to be as consistent as possible. A Wisdom check (DC 16) may be necessary to take dream items back, or perhaps one only needs to cast a spell. A GM might decide that dream items become mundane when removed from the Dream Plane and lose their special properties. Lastly, a GM may decide that dream items cannot cross over, not matter what is done to them. Native characters leaving the Dream Plane have their dream equipment brought with them, but with their special dream qualities suppressed. Conversely, a GM might decide it important that native characters retain useful dream items to make up for the loss of their racial dream traits. Another option is to have native creatures cross over with nothing. In this case, they need to seek out new equipment (and clothing) in order to fit into the world beyond dreams. Dream Plane and Crossing Over: If crossing over is dependent upon what the Dream Plane is made of, then try some of the following options. Dream substance or elements imply uniqueness, therefore items brought from the Dream Plane into other planes could garner strange reactions from their surrounding reality. Dream items might give off an aura of the surreal and make it possible to do the supernatural. On the 104 other hand, a dream substance or elements might lie dormant while within other planes or require special spells or rituals to activate. Lastly, a

GM could conclude that dream substance or elements cannot exist outside the dream and not allow any dream items out of the Dream Plane. Normal elements lead to the understandable conclusion that because dream items are made of the same elements as other planes, they should carry over their normal effects. Pure thought goes well with the idea of psychic items as presented above. This means dream items can only be brought back in the psyche of the character who entered the Dream Plane. Two good options for transporting psychic items from the Dream Plane include a mandatory Wisdom check (DC 16) or the casting of a specific spell designed to bring back or create such objects. Sifting: One final concept worth noting is “sifting” through character’s equipment upon entrance or exit from the Dream Plane. When items are transported through the Dream Plane they are sifted through by some greater power (or even the Dream Plane itself if it is sentient). In this way a character’s equipment and items are retained, modified, replaced, or simply taken away at the GMs discretion. For example, an awakened character carrying a bag of holding, a cloak of charisma +2, a luck blade, and a week’s worth of iron rations might end up with an intelligent and talkative bag of holding, a cloak of charisma +2, a +2 keen short sword, a temporary lantern of revealing, and no iron rations. If the GM is feeling especially creative, he could even devise recurring items that make “special guest appearances,” such as a talkative walking staff for a reserved wizard or an animated thieves’ kit with an eccentric personality. Working these sorts of things in adds to the atmosphere and spirit of a campaign.

What About Symbolism? Symbolism is an important aspect to dreams and as such the significant items found within the Dream Plane should receive a bit of subtle polish to make them evocative of hidden concepts. Simile and metaphor are old, but powerful literary devices, which GMs should not shy away from using. Of course it is imperative for the symbology of a Dream Plane to be consistent, and as such a GM will have extra work to do in adventure preparation and in-game description of the world. It is recommended that a GM find a book on symbolism that fits his campaign concept to be used as a reference when creating the items that populate the Dream Plane. This will help create a thread of consistency underlining the presentation of the material, which will draw players into both scene and setting, and if done properly they will begin to understand and even gleam clues from the appearance of particular objects within the Dream Plane. Using mirrored imagery creates a bridge of belief within players and amplifies the affect of GM descriptions. The use of symbolism garners the attention of the players as they search for the deeper truths hidden beneath the intricate exteriors of the items they encounter. Symbolic objects can be used to foreshadow things to come or provide insight into the character of those most closely bound to them. GMs are encouraged to explore other uses for symbolism, of which there are many more than can be dealt with here, and are best explained in content specific reference books that deal exclusively in dreams or symbolism.

Sample Symbols The following section provides a short exploration of symbols to help foster depth to the dream’s reality. Their appearance in an object’s description should indicate its function or hint to its owner’s character. These symbols can be engraved into the hilt of a sword, depicted in a fresco, or appear as shapes within the clouds. Each of the symbols below has a plethora of possible interpretations, which rely entirely upon how they are presented to the players. The GM is encouraged to use them to indicate other notions and not just those presented below. Acorn: Life, fertility, and immortality. Closely associated with fey. Alchemy: The search for knowledge and the perfection of self. Tied to gnomish inquisitiveness and ingenuity. Alcohol: The lifting of prohibitions and inhibitions and the liberation of one’s creative spirit and imagination. It also has both a creative and destructive quality depending upon how it is being used or misused. Ale: Hardiness, generosity, and hospitality. Closely associated with dwarves. Almond: Sweetness, charm, and delicacy. Often connected with the feminine and the elven race. Aloe: Suffering and repentance. Representative of the hope embodied by the paladin’s calling. Amber: Solar, spiritual, and divine attraction. Closely associated with good clerics and paladins. Anchor: Good luck, safety, security, and thus trust and confidence. Angels: A good spirit. Ants: Diligence and industriousness. Kobolds are sometimes associated with this symbol. Anvil: Work and craftsmanship. Representative of dwarven manual labor. Ape: Malice and physical ugliness. Arch: Rebirth and leaving the old and entering the new. Armor: Protection and chivalry. Arrow: Hunting. Closely associated with elven precision and prowess with the bow. Axe: Work and battle. Tied to dwarven and orcish tenacity and courage. Bat: Darkness and obscurity. Often connected with vampires and other minions of the night. Bear: Warriors and enormous strength. Beard: Wisdom and sovereignty. Closely associated with judicious nature of the dwarves. Bee: Bravery, harmony, and perfect community. Bell: Freedom and life. Bards are linked to this symbol. Belt: Restriction. Birds: The soul, thought and imagination, transcendence and divinity, freedom from materialism. Monks are sometimes associated with this symbol. Blindness: Inner vision, impartiality, or ignorance. Blood: Life itself. Blue: Spirit and intellect and inner reflection. It also represents loyalty, fidelity, constancy, and chastity. Boat: Journey, adventure, exploration. Bones: Mortality or even indestructible life. Representative of the undead.

Book: Knowledge and wisdom, but also might represent forbidden lore depending upon the presentation of the book. Bread: Physical and spiritual nourishment and cultural development. Bridge: Communication, unity, and passage from one state to another. Broken Crown: Fall from power, loss of authority, and anarchy. Butterfly: Transformation, hope, rebirth, resurrection, and triumph. Candle: Light in the darkness of life, hope, and truth. Paladins are closely associated with this symbol. Cave: Death or the search for meaning or truth. Chains: Slavery, the bonds of marriage, and unity. Circle: Wholeness, perfection, the infinite, and timelessness. Coins: Wealth and entrepreneurialism. Representative of the opportunist nature of halflings. Crown: Power, authority, royalty, and unity. Cups: Libation and celebration. Dancers: Creativity and harmony with the divine. Darkness: Death, destruction, captivity, spiritual darkness. Evocative of evil clerics and creatures of ill intent. Dawn: Hope, opportunity, birth, and rebirth. Evocative of the paladin’s code. Diamond: Durability, consistency, sincerity, innocence, perfection, and faithfulness. Representative of the monk’s search for self-perfection. Dog: Loyalty and vigilance. Donkey: Symbolizes humility, patience, poverty, and stupidity. Door: Transition and metamorphosis. An open door represents welcome and invitation, while a closed door indicates rejection, protection, secrecy, exclusion or even imprisonment. Dragon: Supernatural power, wisdom, strength, and hidden knowledge. Chromatic dragons indicate evil, while metallic dragons signify good. Eagle: Inspiration, freedom, victory, pride, and royalty. Eye: Intelligence, vigilance, clairvoyance, and truth. The color of one’s eyes mirror the characteristics of the soul. Father: Law and order. Fire: Inspiration, destruction, rebirth, and illumination. Fire has a varied symbolic meaning, which depends highly upon the context it is used in. Barbarians are often associated with fire. Fish: Life. Flower: Young life, innocence, fragility, and beauty. Closely associated with the fey. Forest: Danger, secrets, and mysteries. Representative of the elven people, druids, and rangers. Garden: The soul, innocence, and happiness. An overgrown or cruel-looking garden represents the corruption of one’s soul. Gate: Entryway into unknown or significant place. The guardian of a gate is typically symbolic of what might lie beyond. Giant: Fear and violence. Gloves: High status, cleanliness, and purity. Gold: The sacred, durability, preciousness, and the sun. Closely associated with good clerics and paladins. Grapes: Intoxication, hospitality, and youthfulness. Tied to halfling unpredictability and passion for the pleasures of life. Hammer: Strength, justice, and revenge. 105 Associated with the dwarven people and their sense of justice.

Hand: Hard work. Harp: Elegance, beauty, creativity, and the feminine. Linked to the creative pursuits of the bard. Hat: Power and authority. Different types of hats can reflect one’s personality. Heart: Compassion and understanding. Hearth: Warmth and protection. Horn: Strength, aggressiveness, power, and divinity. Evocative of the barbarian’s potency and prowess in battle. Horse: Intelligence, impulsiveness, instincts. Different color horses have different connotations, such as red implying destruction, black meaning death, and white representing victory. Ice: Frigidity, rigidity, and absence of love. Insect: Greed and precision. Goblins and kobolds are often equated with insects Ivy: Eternity, immortality, life, dependence, and attachment. Key: Liberation, knowledge, mystery, and initiation. Closely associated with wizards and the arcane. King/Queen: Authority and power. Knife: Severance, death, sacrifice, division, and liberation. Often connected with the rogue. Knot: Continuity, connection, and fate. When undone it represents freedom. Ladder: Progression, ascension, initiation, and spiritual passage. Lamb: Gentleness, innocence, and purity. Lamp: Life, light of divinity, wisdom, intellect, and good works. Linked to good clerics and paladins. Leaf: Green leaves represent hope, renewal, and revival, while dead leaves signify decay and sadness. Light: Goodness and truth. Evocative of good clerics and creatures of noble purpose. Lightning: Inspiration, intuition, and enlightenment. Closely associated with the inherently magical nature of sorcerers. Mask: Concealment, transformation, protection, and the supernatural. Rogues are often connected with this symbol. Milk: Eternal life and abundance. Mirror: Absolute truth, knowledge of oneself, and sincerity. Moon: Inconstancy, madness, immortality, and ability to reflect and adapt to one’s environment. Closely associated with the curse of lycanthropy. Mother: Life, renewal and rebirth, protection, shelter, warmth, and nourishment. Mountain: Divine inspiration, transcendence, constancy, permanence, and danger. Evocative of the mountainous races, especially dwarves. Mouth: Consumption, speech, romance, communication, and interaction. Mushroom: Good fortune and rapid growth. Halflings are linked to this symbol. Necklace: Dignity and office, binding, and connection to duty or others. Needle: Work and craftsmanship, more often of related to feminine pursuits. Closely related to the force of fate. Night: Obscurity, darkness, ignorance, and latent potential. Oar: Power, skill, and knowledge. Pearl: Perfection, incorruptibility, and long life. Representative of good outsiders. 106 Pillar: Stability and life, and when broken death and mortality. Prince/Princess: Youthful power and vigor.

Quill: Learning, knowledge, and creation. Associated with a wizard’s pursuit of knowledge. Rabbit: Fertility, lust, and ingenuity. Rain: Revitalization, fertilization, purification, and in excess it means destruction. Raven: Wisdom, death, and darker instincts. Sometimes druids are connected with these creatures. Ring: Infinity, dignity, strength, and sovereignty. Bestowing a ring upon another indicates a transfer of power. River: Life and the crossing of one represents a rite of passage. Rock: Permanence, stability, and reliability. Evocative of dwarven diligence and robustness. Rope: Binding or freeing depending upon how it is used. Rose: Love, resurrection, beauty, perfection, happiness, and grace. It can also imply sensuality and seduction. Closely associated with the bard. Scales: Justice, balance, equality, and harmony. Druids and rangers are sometimes linked to this symbol. Scroll: Learning and knowledge. Representative of arcane magic and wizards. Serpent: Betrayal, deceit, and guile. Shadow: The soul. Shoe: Ranges from humility to authority and power depending upon the type of shoe worn. Skull: Death, destruction, and evil. Sky: Infinity, immortality, transcendence. Connected to the monk’s search for perfection. Spider: Ambition, anguish, and arrogance. Star: Constancy and divinity. Sun: Knowledge, warmth, glory, and splendor. Sword: Power, protection, authority, strength, and courage. Evocative of the martial pursuits of the fighter, paladin, and ranger. Teeth: Aggression, defense, and vitality. Thorns: Sin, sorrow, hardship, pain and pleasure. Thread: Unity, destiny, and continuity. Toads: Unsuspected evil. Unicorn: Purity, strength, healing, and moral virtues. Veil: Hidden knowledge, secrecy, illusion, ignorance, and deception. It may also signify modesty, humility, and virtue. Water: Life, birth and fertility, and purification. Well: Passage into the unknown and hidden, Cleansing, life, and secret knowledge. White: Innocence, holiness, love, friendship, and redemption. This color is closely related to the paladin. Wine: Blood and death. Wolf: Craftiness and wildness. Druids and rangers are often connected with this beast.

Item Charts: The following charts list the Craft check DC and “DP cost” for creating temporary items in the Dream Plane. If creating permanent items, one must add +10 to the DC, double the dream point cost, and sacrifice an amount of gold equal to the item’s base price plus any enhancements. When one is purchasing temporary items from merchants, only pay one-tenth the normal cost, whereas permanent items can cost double to quadruple the listed value.

Table 3.54: Exotic Weapons* Weapon

Weapons in the Dream Plane Table 3.52: Simple Weapons* Weapon Unarmed Gauntlet Light Melee Weapons Dagger Dagger, punching Gauntlet, spiked Mace, light Sickle One-Handed Melee Weapons Club Mace, heavy Morningstar Shortspear Two-Handed Melee Weapons Longspear Quarterstaff Spear Ranged Weapons Crossbow, heavy Bolts (10) Crossbow, light Bolts (10) Dart Javelin Sling Bullets, sling (10) Table 3.53: Martial Weapons* Weapon Light Melee Weapons Axe, throwing Hammer, light Handaxe Kukri Pick, light Sap Sword, short One-Handed Melee Weapons Battleaxe Flail Longsword Pick, heavy Rapier Scimitar Trident Warhammer Two-Handed Melee Weapons Falchion Flail, heavy Glaive Greataxe Greatclub Greatsword Guisarme Halberd Lance Ransuer Scythe Ranged Weapons Longbow Arrows (10) Longbow, composite Arrows (10) Shortbow Arrows (10) Shortbow, composite Arrows (10)

Craft DC 12 12 12 12 12 12 12 12 12 12 12 12 12 15 12 15 12 12 12 12 5 Craft DC 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 15 12 10 15 10 12 10 15 10

DP Cost 4 9 9 9 0 9 3 10 6 4 6 4 5 5 4 4 4 2 3 1 4 DP Cost 7 7 7 11 7 6 11 8 12 12 12 12 12 8 12 13 13 9 13 6 13 9 9 9 9 9 5 3 8 3 4 3 5 3

Light Melee Weapons Kama Nunchaku Siangham One-Handed Melee Weapons Sword, bastard Waraxe, dwarven Whip Two-Handed Melee Weapons Axe, orc double Chain, spiked Flail, dire Hammer, gnome hooked Sword, double Urgosh, dwarven Ranged Weapons Bolas Crossbow, hand Bolts (10) Crossbow, repeating heavy Bolt clip (5) Crossbow, repeating light Bolt clip (5) Net Shuriken (3)

Craft DC

DP Cost

18 18 18

9 6 9

18 18 18

14 14 5

18 18 18 18 18 18

15 15 15 14 15 15

18 18 10 22 12 22 12 18 18

5 5 3 10 6 9 6 6 8

* All weapons listed are sized for medium-sized creatures. Weapons sized for small creatures decrease in dream point cost by 1, while weapons sized for large creatures increase in dream point cost by 1.

Armor in the Dream Plane Table 3.55: Armor* Armor Light Padded Leather Studded Leather Chain Shirt Medium Hide Scale mail Chainmail Breastplate Heavy Splint mail Banded mail Half-plate Full plate Shields Buckler Shield, light wooden Shield, light steel Shield, heavy wooden Shield, heavy steel Shield, tower Extras Armor Spikes Gauntlet, locked Shield spikes

Craft DC 11 12 13 14 13 14 15 15 16 16 17 18 11 11 11 12 12 20 12 18 12

DP Cost 1 4 8 14 5 14 15 15 16 16 17 18 10 3 10 5 12 11 +9 6 +9

* All armors listed are sized for medium-sized creatures. Armor sized for small creatures decrease in dream point cost by 1, while armor sized for large creatures increase in dream point cost by 1.

107

Goods in the Dream Plane Table 3.56: Adventuring Gear Item Backpack (empty) Barrel (empty) Basket (empty) Bedroll Bell Blanket, winter Block and tackle Bottle, wine glass Bucket (empty) Caltrops (bag) Candle Canvas (sq. yd.) Case, map or scroll Chain (10 ft.) Chalk, 1 piece Chest (empty wooden) Chest (empty iron) Crowbar Firewood Fishhook Fishing Net, 25 sq. yd. Flask Flint and steel Grappling hook Hammer Ink (1 oz. vial) Inkpen Jug, clay Ladder, 10-foot Lamp, common Lantern, bullseye Lantern, hooded Lock, very simple Lock, average Lock, good Lock, amazing Manacles Manacles, masterwork Mirror, small steel Mug/tankard, clay Oil (1-pint flask) Paper/Parchment (sheet) Pick, miner’s Pitcher, clay Piton Pole, 10-foot Pot, iron Pouch, belt Ram, portable Rope, hemp (50 ft.) Rope, silk (50 ft.) Sack (empty) Sealing wax Sewing needle Signal whistle Signet ring Sledge Soap (per lb.) Spade or shovel Spyglass Tent Torch Vial, ink or potion Waterskin Whetstone

108

Craft DC 10 10 10 5 10 10 15 10 10 10 5 10 10 10 5 10 15 5 5 5 10 10 5 10 10 5 10 10 10 10 15 10 5 10 15 20 15 20 5 10 5 5 10 10 5 5 10 10 15 10 15 10 5 5 10 15 10 5 10 20 10 5 10 10 5

DP Cost 3 4 3 2 9 3 5 2 4 10 1 3 2 13 1 4 10 10 5 4 8 2 4 10 10 1 2 2 4 4 11 10 4 5 6 8 12 14 10 2 1 1 10 2 4 4 10 2 10 2 3 3 1 4 5 6 10 1 10 13 4 2 2 2 1

Table 3.57: Class Tools and Skill Kits Item Craft DC Alchemist’s lab 20 15 Artisan’s tools 15 Climber’s kit Disguise kit 15 15 Healer’s kit Holly and mistletoe 5 Holy symbol, wooden 15 Holy symbol, silver 15 Hourglass 15 Magnifying glass 20 Musical instrument, common 15 small wood Musical instrument, common 15 medium wood Musical instrument, common 15 small metal Musical instrument, common 15 medium metal Scale, merchant 15 Spell component pouch 15 15 Spellbook, wizard’s (blank) Thieves tool 15 20 Water clock Table 3.58: Clothing* Item Simple outfit (artisan, cleric, entertainer, monk, peasant, traveler) Quality outfit (cold weather, explorer) Elaborate outfit (courtier, noble, royal)

DP Cost 13 4 8 4 4 1 4 12 6 5 4 5 11 12 11 3 4 6 10

Craft DC 10

DP Cost 1

15

2

20

3

* These costs are for medium size creatures for small creatures subtract 1 from the dream point cost, while large size creatures add 1 to the dream point cost.

Table 3.59: Common Mounts* Item Ride DC to Summon Dog, riding 20 Donkey or mule 15 Horse, heavy 25 Horse, light 25 Pony 15 30 Warhorse, heavy Warhorse, light 20 20 Warpony

* Usually summoned via the Riding skill, but can be purchased for twice their normal cost for awakened mounts and four times the amount for trueborn mounts.

Table 3.60: Mount Related Gear Item Craft DC Barding (medium size) Same as Armor Barding (large) Same as Armor Bit and bridle 10 Cart 10 Saddle, military 15 Saddle, military exotic 20 Saddle, pack 10 Saddle, pack exotic 15 Saddle, riding 10 Saddle, riding exotic 15 Saddle bags 10 Sled 10 10 Wagon

DP Cost Same as Armor + 2 Same as Armor + 4 2 5 4 6 3 4 3 4 3 5 7

Superior Items Table 3. 61: Superior Items Item Projectiles or weapons, silvered Projectiles or weapons, masterwork Mighty composite shortbow (+1 Str Bonus) Mighty composite shortbow (+2 Str Bonus) Mighty composite longbow (+1 Str Bonus) Mighty composite longbow (+2 Str Bonus) Mighty composite longbow (+3 Str Bonus) Mighty composite longbow (+4 Str Bonus) Armor or shield, masterwork Tools, masterwork

Craft DC +0 +5

DP Cost +1 +5

17

6

19

7

17

7

19

8

21

9

23

10

+5 +5

+3 +2

Craft DC 15 20 25 30 30 20 25 25 25 20 +5

DP Cost

Alchemical Items Table 3.62: Alchemical Items Item Acid (flask) Alchemist’s fire (flask) Antitoxin (vial) Distilled Emotion (flask) Holy water (flask)* Smokestick Sunrod Tanglefoot bag Thunderstone Tindertwig Alchemical Items, masterwork

1 2 3 42 2 2 3 3 3 2 +2

* Only clerics and paladins can create holy water via the Craft (alchemy) skill.

New Alchemical Items This section details new types of alchemical items. Distilled Emotion: This slightly viscous and milky fluid is the distilled form of a pure single emotion. There are several different types of distilled emotion, each capable producing its own special effect. Distilled emotions are typically sold in 10ounce flasks and can be used by ingestion, injury, or contact. Distilled emotions produce spell-like, mind-affecting, compulsion effects that can only be suppressed with a successful Will save (DC13). Ingestion of a distilled emotion requires a full 10-ounce dose to be effective, but the effect of the liquid lasts for one hour. A full flask of distilled emotion can be used as a grenade-like weapon, but the effect of the liquid only lasts for one minute. This use of a flask of distilled emotion has a 5-ft. splash range, however the Will save for those in the splash area is lowered (DC 11). The most economical to use of distilled emotion is as a contact poison. Only a single ounce is required to successfully coat a bladed weapon or trap. The application is used up after the first successful strike against an opponent. A target who fails his Will save suffers the effects of the emotion for one minute. The following is a list of emotions that can be distilled: Despair: The enchanted creatures suffer a –2 morale penalty to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (despair) dispels emotion (hope).

Fear: The enchanted creatures flee from the first creature he sees. Emotion (fear) dispels emotion (rage). Friendship: The enchanted creatures react more positively toward others. Their attitude shifts to the next more favorable reaction (hostile to unfriendly, unfriendly to indifferent, indifferent to friendly, or friendly to helpful). Creatures involved in combat, however, continue to fight back normally. Emotion (friendship) dispels emotion (hate). Hate: The enchanted creatures react more negatively toward others. Their attitude shifts to the next less favorable reaction (helpful to friendly, friendly to indifferent, indifferent to unfriendly, or unfriendly to hostile). Emotion (hate) dispels emotion (friendship). Hope: The enchanted creatures gain a +2 morale bonus to saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Emotion (hope) dispels emotion (despair). Rage: The enchanted creatures gain a +2 morale bonus to Strength and Constitution scores, a +1 morale bonus on Will saves, and a –1 penalty to AC. They are compelled to fight heedless of danger. Emotion (rage) does not stack with barbarian rage or with itself. Emotion (rage) dispels emotion (fear). Range Increment: 10 ft.; Weight: 1 lb.

Dreamwrought Items Table 3.63: Dreamwrought Items Enhancements Craft DC Type Animated, object

Varies

+5

DP Cost per Item +400

Gold Cost

Dreamwrought, Alchemical Items Dreamwrought, Tools Dreamwrought, Traps Dreamwrought, Armor Dreamwrought, Structure Dreamwrought, Weapon Flying Objects

Alchemy

+20

+6

+10,000 gp +150

Varies

+20

+6

+150 gp

Trapmaking Armorsmithing Varies

+20

+6

+150 gp

+20

+18

+450 gp

+20

+30

+750 gp

Weaponsmithing Varies

+20

+36

+900 gp

+10

See text

See text

Intelligent, object

Varies

+10

See text

See text

Permanent

Varies

+10

Double the DP cost of item being created

Market price value in gp

109

New Dreamwrought Items This section details the new category of dreamwrought items. Animated Object: You may create an item as an animated object (as per the animate object spell). These objects may have the same appearance as normal or be designed in such a way as to mimic a creature of some type, such as a large spider that acts as a grappling hook or a lengthy snake, which acts as a rope for its user. This ability can only be added to dreamwrought items. Alchemical Item, Dreamwrought: A dreamwrought alchemical item gains one of the following benefits: +5 dream bonus to hit point damage of direct hits and +2 to splash damage (acid and alchemist’s fire), area of affect is doubled (sunrod), the DC is raised by 5 (tanglefoot bag or thunderstone, or it is given a +5 dream bonus to the alchemical bonus (antitoxin). Tools, Dreamwrought: A dreamwrought tool is the perfect instrument for the job, so you gets a +5 dream bonus on the skill checks that involve this tool. Traps, Dreamwrought: A dreamwrought trap is the perfect trap, so the trap gains a +5 dream bonus to its Search and Disable Device DCs. Armor or Shield, Dreamwrought: These well-made items function like the normal versions except that their armor check penalties are reduced by two and gain a +1 dreamwrought bonus to armor class. Structure, Dreamwrought: A dreamwrought structure gains +10 hit points per inch of thickness for wood, +20 hit points for stone and +30 hit points for iron. Arrow, Bolt, or Bullet, Dreamwrought: A dreamwrought projectile functions like a normal projectile of the same type except that it is has a +1 dreamwrought bonus on attack and damage rolls is added when using it. This bonus stacks with any bonus a character might get by using a dreamwrought bow, crossbow, or sling. The projectile is destroyed when it is used.

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Weapon, Dreamwrought: These well-made weapons add a +1 dreamwrought bonus to attack and damage rolls. Dreamwrought bonuses stack with enhancement bonuses. Intelligent Object: You may create an intelligent item. These objects may have the same appearance as normal or be designed in such a way as to mimic a creature of some type such a talking chest that appears to be made from what appears to be a giant’s head. An intelligent item costs an amount of dream points equal to 1/25th the item’s base price modifier in gp as presented in the DMG. It also costs the same amount of gp as the intelligent item’s base price modifier in the DMG to make permanent. This ability can only be added to dreamwrought items. Flying, Objects: You may make an animated item that has a fly speed. The speed is dependent upon size (Diminutive or smaller: 5 ft., Tiny: 10 ft., Small: 20ft., Medium-sized: 30 ft., Large: 40 ft., Huge: 60 ft., Gargantuan: 80 ft., and Colossal: 100 ft.). The maneuverability depends upon how many extra dream points you expend. If you expend 200 dream points and 5,000 gold pieces the object gains a clumsy maneuverability. If you expend 400 dream points and 10,000 gold pieces the object gains a poor maneuverability. If you expend 600 dream points and 15,000 gold pieces the object gains a average maneuverability. If you expend 800 dream points and 20,000 gold pieces the object gains a good maneuverability. Finally, if you expend 1,000 dream points and 25,000 gold pieces the object gains a perfect maneuverability.

Boldness has Genius

Whatever you can do, or dream you can, begin it. Boldness has genius, power and magic in it. ––Goethe.

Magic The affect a Dream Plane has upon spellcasting can vary widely from hardly any to wild and unpredictable. The influence over spellcasting, both arcane and divine, is determined primarily by the magic planar traits a GM chooses from those listed in Chapter 1, the variant rules chosen for use from Chapter 2, and those traits created by a GM to hone the tone of their campaign. Since these characteristics are so varied in effect it is best left up to the GM to determine their effect on magic. Instead, this chapter focuses on a few variant spellcasting rules, new spells, spell templates, and new magic items.

Variant Spellcasting Rules The following variant spellcasting rules are meant only to provide GMs with a greater flexibility for determining how magic works in their homespun Dream Planes.

Banned and Disruptive Spells One technique GMs can use to making magic seem different in a Dream Plane is to ban the use of certain spells, particularly those which have the potential to be excessively disruptive to the chosen setting. Likewise, the GM might find it helpful to create a list of those spells in particular he finds disruptive or wishes to ban. For example, a Dream Plane that bans planar travel spells is isolated from the rest of the cosmos and perhaps even essentially a prison to those that arrive there. A sentient and nightmarish Dream Plane, like the Endless Tower, might not allow creatures to escape it via spells. Disruptive spells are spells that a GM does not want to ban outright, but instead discourage via the addition of a Dream Point cost to cast. This is done in particular when in a GM’s estimation a spell’s effect would warrant resistance from the dream and thus require the expenditure of some of a character’s force of personality. For example, it might be desirable to limit death and resurrection oriented spells in a plane where death and rebirth weaves are created, like the Ten-Tiered Dream of Morpheus. GMs should choose these spells carefully as their denial or limitation can have great effect 111 upon both characters and the campaign. Magical items based on banned spells have their powers suppressed within the Dream Plane. GMs might

also opt to allow bards and sorcerers to temporarily replace any banned spells they know with alternate spells from their class list of equal level. This may be unnecessary as bards and sorcerers gain a number of “new spells known” when they enter the Dream Plane as detailed in the “New Spells” section below. Disruptive spells have a dream point cost associated with their casting and require the sacrifice of a number of dream points equal to twice the spell’s level (1 DP for 0-level spells) in order to cast. For example, in a fey-based Dream Plane, such as the Realm of Reverie, necromancy spells might be considered disruptive therefore; a cleric casting animate dead must expend 6 dream points along with the component cost for the spell.

Material Component Alternatives In a world where thoughts can conjure desires out of nothing, the concept of material components seems slightly out of place and an unnecessary complication to the mechanic of spellcasting. If a GM decides there is no need for material components, he has a few options available to him. The GM could simply require no material components at all and leave it at that, or substitute dream points for material components at a certain ratio, such as 1 dream point per 25 gp cost of the spell’s normal material component. The GM can even create a universal dream component, which when sacrificed fuels spells. The amount of universal dream component needed to cast a spell should be consistent with the gold price of its standard material component. A universal dream component could be a highly sought after form of wealth within the Dream Plane reinforcing its value not only as a means to power spells, but also as a trade commodity. This variant works well for GMs and players who desire to give magic a surreal quality, as the lack of material components helps drive home the extraordinary nature of the world. It also does away with the task of acquiring and keeping track of such components, which might feel inappropriate within a Dream Plane setting.

determine that during the designated cyclical moments, all creatures are treated as if they have had a day’s worth of rest. Lastly, GMs might decide that the quicker refresh rate of spell slots should have an effect on the casting times and durations of spells as follows: Table 4.1: Casting Times and Durations Normal Time Cyclical Time (8 hours) 1 round 1 round 1 minute 3 rounds 10 minutes 3 minutes 30 minutes 10 minutes 1 hour 20 minutes 1 day 1 cycle 1 week 7 cycles 1 month 30 cycles 1 year 365 cycles Permanent Permanent

Stacking Caster Levels The Dream Plane might allow caster levels from different classes to stack with each other when determining spell duration and effects, but not for familiar abilities, available spell slots, spells known, and the like. So a 5th-level cleric/3rd-level sorcerer is treated as an 8th-level caster when casting spells as a cleric or sorcerer. In addition, non-spellcasting classes count one-half their levels (rounded down) as caster levels when determining spell duration and effects, but not for familiar abilities, available spell slots, spells known, and the like. So a 5th-level cleric/6th-level fighter is treated as an 8th-level caster when casting cleric spells. This variant should be used for highly magical Dream Planes where the GM wishes magic to flourish in its many forms. If using this variant it is recommended that non-spellcasting classes gain some extra ability. One option could be to give non-spellcasters a spell resistance equal to 6 + the number of non-spellcaster levels a character has. In this manner characters must make a choice, which provides for an interesting dichotomy between the magical and the mundane within the Dream Plane.

Preparing and Readying Spells

Variant Spells

Normally preparing and readying spells requires rest, spell selection, and preparation, but how does one rest while within a Dream Plane? To keep things simple a GM might simply require casters to have 8 hours of calm meditation before they can prepare and ready new spells, thus necessitating no change at all to how spells are effectively prepared and readied. On the other hand, a GM might decide to use the cyclical time planar trait and have spellcasters become refreshed as if they have had 8 hours of rest at regular intervals while within the Dream Plane. The use of specific preparation and readying times requires some further considerations such as: how often are spellcasters given the chance to prepare spells and how long does this new process take? One option is to have the preparation and readying time correlate to a precise moment every 8th hour within the Dream Plane, like the last minute of the 8th hour. This change greatly benefits spellcasters so it is recommended that daily limits of the class features of non112 spellcasting classes also be renewed under the same premise, such as a barbarian’s rage or a paladin’s smite evil. In addition, the GM might

There are a few spells that might require special attention from the GM when running a Dream Plane campaign. This section provides some alternate suggestions on how to use these spells though GMs should feel free to use them as written in the PHB. All of the below spells are also considered to have the Dream descriptor. Deep Slumber/Lullaby/Sleep: These spells have their normal effects when cast on creatures within the Dream Plane, except that they can also influence creatures that normally cannot be affected by sleep effects, such as elves, elementals, and even undead. These spells make creatures affected by them helplessly entranced (i.e. lost in thought) rather than unconscious. Creatures affected can be broken out of the trance as a standard action. GM’s Note: These spells are also a great means, at least at lower levels, by which to draw characters into the Dream Plane as they put their targets to sleep. Dream: Normally, this spell requires the recipient to be dreaming, but if the recipient is inside the Dream Plane he is considered dreaming no matter their dreamer or creature type, though sending dream messages to mindless creatures has no

effect. In this manner, even elves can be affected by the dream spell if they are within the Dream Plane. Finally, if this spell is cast upon a messenger inside the Dream Plane he does not have to enter a trance to maintain the spell if the recipient is not yet dreaming, and may instead hold the charge, essentially waiting to touch the dreams of the recipient. This is due to the close bond his presence in the Dream Plane creates with the dreams of others. However, the messenger must still enter the trance to communicate with the recipient. Maze: When cast on creatures within the Dream Plane, the caster may send the target to a dream labyrinth instead. Each round on its turn it may attempt a DC 20 Wisdom check to escape the dream labyrinth. Nightmare: Normally, this spell requires the recipient to be dreaming, but if the recipient is inside the Dream Plane he is considered dreaming no matter their dreamer or creature type. In this manner, even elves and undead can be affected by the nightmare spell if they are within the Dream Plane. A target inside the Dream Plane must make their Will save or immediately suffer the normal effects of this spell (i.e. 1d10 points of damage, fatigued, and unable to regain arcane spells for one day), whereas a target outside of the dream can only be affected by this spell after they have had a night of restless sleep. Finally, if this spell is cast within the Dream Plane, the caster does not have to enter a trance to maintain the spell if the recipient is not yet dreaming, and may instead hold the charge, essentially waiting to touch the dreams of the recipient. Variant: Instead of its normal effects within the Dream Plane this spell might summon a Challenge Rating 4 creature that the target must defeat or suffer the normal affects of this spell as listed above. If the progeny dreamer type is being used in the Dream Plane, then the creature summoned should be a progeny creature and have the nightmare subtype (if playing with the dreamspawn/nightmare progeny variant)

New Spells These new spells can be handled in a couple ways. The first is to use the standard approach, requiring spellcasters to learn them before use. This approach is impractical if the Dream Plane only plays a partial role in a campaign, especially for the bard and sorcerer classes. In light of this, GMs should consider granting the following spells automatically to those eligible to cast them, but limiting their use to the Dream Plane. These additional spells should not count against the bard or sorcerer’s known spells, or any other spellcasting classes with limited spell’s known lists. Spellcasters that prepare their spells, like clerics and wizards, may use spontaneous casting (as per the cleric’s class feature) and channel a stored spell into a “dream” descriptor spell of the same spell level or lower. Dream descriptor spells are indicated in the same line as school and subschool. Dream descriptor spells can affect any creature within the Dream Plane, even those normally immune to such spell effects. For example, mind-affecting spells with the Dream descriptor have their normal effects on constructs, oozes, and undead within the Dream Plane. Creatures within the Dream Plane that typically have immunity versus sleep or mind-affecting spell effects gain a +4 dream bonus to Will saves versus spells with the Dream

descriptor. They also gain the ability to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus dream descriptor spells. This can only be used once per round. Dream descriptor spells (including the variant spells detailed above) cost an amount of dream points equal to five times the spell’s level (2 DP for 0-level spells) in order to cast. For example, in order for a druid to cast the calm progeny spell he must expend 10 dream points at the time of casting. There are some dream descriptor spells that cost more dream points than normal and their total cost (including the cost for being a dream descriptor spell) is listed along with the spell under a DP Cost entry. Some of the spells also include an entry for variant rules, which indicates what variants the spell was designed for use with. Finally, all the spells below assume a regular casting times and durations for spells, if using the cyclical times then amend the casting times and durations as detailed above.

Calm Progeny

Enchantment (Compulsion) [Dream, Mind-Affecting] Level: Drd 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Progeny within 30 ft. of each other Duration: 1 min./level Saving Throw: Will negates Spell Resistance: Yes This spell soothes and quiets progeny, rendering them docile and harmless. Only progeny with Intelligence scores of 9 or lower can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of progeny you can affect is equal to 2d4 + caster level. The affected creatures remain where they are and neither attack or flee. They are not helpless and defend themselves normally if attacked. Any obvious threat to affected creatures breaks the spell. Variant: This spell is used with the progeny dreamer type variant.

Charm Progeny

Enchantment (Charm) [Dream, Mind-Affecting] Level: Drd 3, Rgr 3 Target: One progeny This spell functions like charm person, except that it only affects progeny. Variant: This spell is used with the progeny dreamer type variant.

Commune with Dream Divination [Dream] Level: Drd 5, Rgr 4 Components: V, S Casting Time: 10 minutes Range: Personal

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Target: You Duration: Instantaneous

dreamspawn/nightmare progeny variant dreamspawn are harmed by this spell, while nightmares are healed by it.

You become one with dream, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the terrain, current events, presence of trueborns or awakened, presence of progeny, presence of powerful unnatural creatures, or even the general state of the dreamscape. In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function within areas of permanent construction (i.e. structures that have been made permanent through the either the expenditure of gold or construction out of gold). Variant: This spell is used with the sentient Dream Plane planar trait.

Dampen Spirit, Greater

Dampen Spirit

Dampen Spirit, Lesser

Necromancy [Dream] Level: Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3 As dampen spirit, except it drains 3d8 +1 per caster level (up to +15) dream points.

Dampen Spirit, Greater Mass Necromancy [Dream] Level: Clr 7, Drd 7

As mass dampen spirit, except it drains 3d8 +1 per caster level (up to +15) dream points.

Necromancy [Dream] Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes

Necromancy [Dream] Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1

When laying your hand upon a creature, you channel negative energy that deals 2d8 +1 per caster level (up to +10) damage to the creature’s dream points. Since undead are powered by negative energy, this spell heals their dream points instead of harming them. Variant: This spell is used with the attacking dream points variant. If playing with the dreamspawn/nightmare progeny variant dreamspawn are harmed by this spell, while nightmares are healed by it.

As mass dampen spirit, except it only drains 1d8 +1 per caster level (up to +5) dream points.

Dampen Spirit, Mass

Dampen Spirit, Superior

Necromancy [Dream] Level: Brd 6, Clr 6, Drd 6 Components: V, S, M Casting Time: 1 action Range: Close (25 + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half Spell Resistance: Yes You can channel negative energy that deals 2d8 +1 per caster level (up to +10) damage to each selected creature’s dream points. Since undead are powered by negative energy, this spell heals their dream points instead of 114 harming them. Variant: This spell is used with the attacking dream points variant. If playing with the

As dampen spirit, except it only drains 1d8 +1 per caster level (up to +5) dream points.

Dampen Spirit, Lesser Mass Necromancy [Dream] Level: Brd 5, Clr 5, Drd 5

Dampen Spirit, Minor

Necromancy [Dream] Level: Brd 0, Clr 0, Drd 0, Pal 0, Rgr 0 As dampen spirit, except it only drains 1 dream point.

Necromancy [Dream] Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4 As dampen spirit, except it drains 4d8 +1 per caster level (up to +20) dream points.

Dampen Spirit, Superior Mass Necromancy [Dream] Level: Clr 8, Drd 8

As mass dampen spirit, except it drains 4d8 +1 per caster level (up to +20) dream points.

Detect Progeny

Divination [Dream] Level: Drd 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level)

Area: Cone-shaped emanation Duration: Concentration, up to 10 min./level (D) Saving Throw: None Spell Resistance: No You can detect a particular kind of progeny in a cone emanating out from you in whatever direction you face. You must think of a kind of progeny when using the spell, but you can change the progeny kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of progeny. 1st Round: Presence or absence of that kind of progeny in the area. 2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen. 3rd Round: The condition (see below) and location of each individual present. If a progeny is outside your line of sight, then you discern its direction but not its exact location. Conditions: For purposes of this spell, the categories of condition are as follows: Normal: Has at least 90% of full normal hit points, free of disease. Fair: 30% to 90% of full normal hit points remaining. Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury. Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled. If a creature falls into more than one category, the spell indicates the weaker of the two. Each round you can turn to detect a kind of progeny in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Variant: This spell is used with the progeny dreamer type variant.

Dominate Progeny

Enchantment (Compulsion) [Dream, Mind-Affecting] Level: Drd 4 Components: V, S Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Target: One progeny Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes You can enchant an progeny and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated progeny) are simply ignored. Dominate progeny establishes a mental link between you and the subject creature. The progeny can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the progeny with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on

controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action. Variant: This spell is used with the progeny dreamer type variant.

Dream Ally

Conjuration (Calling) [Dream, see text for lesser dream ally] Level: Clr 6 Dream 6, Nightmare 6 Effect: One or two progeny elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear This spell functions like lesser dream ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together. DP Cost: 55.

Dream Ally, Greater

Conjuration (Calling) [Dream, see text for lesser dream ally] Level: Clr 8 Dream 8, Nightmare 8 Effect: Up to three progeny elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear. This spell functions like lesser dream ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together. DP Cost: 90.

Dream Ally, Lesser

Conjuration (Calling) [Dream, see text] Level: Clr 4, Dream 4, Nightmare 4 Components: V, S, DF, XP Casting Time: 10 minutes Range: Close (25 ft. + 5 ft./2 levels) Effect: One called progeny elemental or outsider of 6 HD or less Duration: Instantaneous Saving Throw: None Spell Resistance: No By casting this spell, you request the aid from the Dream Plane to send a progeny elemental or outsider (of 6 HD or less) to help you. The plea is always answered by a creature sharing your philosophical alignment. Good clerics can only call dreamspawn creatures while evil clerics can only call nightmares. Neutral clerics call dreamspawn if they have aligned themselves with positive energy, while those who are aligned with negative energy call nightmares. You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to 115 communicate with the creature called in order to bargain for its services. The creature called requires a payment for

its services. This payment can take a variety of forms, from the sacrifice of gold or magic items to the Dream Plane to some other action on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives. A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD. A non-hazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment. When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, the spell is considered to have the water descriptor if you summon a water elemental. DP Cost: 30. Variant: This spell is used with the progeny dreamer type variant. If employing the dreamspawn/nightmare variant than the dream ally that is summoned gains the dreamspawn subtype if it was summoned by a good cleric and the nightmare subtype if summoned by an evil cleric. Neutral clerics summon dreamspawn if they wield positive energy and nightmares if they use negative energy. If using the progeny shift variant, the unique nature of the progeny called by this spell allows it to ignore progeny shifts until it has completed its task.

Dream Mark

Universal [Dream] Level: Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: 0 ft. Effect: One dream mark and short message, all of which must fit within 1 sq. ft. Duration: Permanent Saving Throw: None Spell Resistance: No Same as the arcane mark spell, except that you leave a dream mark instead. During the casting, you may infuse the dream mark with simple message (up to 10 words) without having to make the normal Bluff check. Variant: This spell is used with the dream mark variant.

Dream Sight

Divination [Dream] Level: Drd 3; Sor/Wiz 3 Components: V, S Casting Time: 1 standard action Range: Personal Target: You 116 Duration: 1 min./level (D) This spell makes your eyes glow purple and

allows you to see dream auras within 120-foot radius. The effect is similar to that of a detect progeny spell, but dream sight does not require concentration and discerns aura location and power more quickly. Within the spell’s radius, you know the location and power of all progeny auras within your sight. An aura’s power depends on the creature’s HD as noted in the description of the detect progeny spell. Dream sight also grants you the ability to discern whether an object within your line of sight is temporary and permanent with a Knowledge (Dream) check (DC 10). Temporary objects appear normal, while permanent objects give off a purple glow. Dream sight can be made permanent with a permanency spell. Variant: This spell is used with the progeny dreamer type variant. If using the dreamspawn and nightmare variant you can assess whether a creature in line of sight is a dreamspawn or nightmare. To do this you make a Knowledge (Progeny) check (Make one check per aura; DC 10 + HD) check to determine their progeny type. Also if playing with the dream mark variant you can see all dream marks within line of sight.

Dream Sight, Greater Divination [Dream] Level: Sor/Wiz 7

This spell functions like dream sight, except that you automatically know the creature type of any individual you see. You also know whether or not an object is temporary or not without fail. Unlike dream sight, this spell cannot be made permanent with a permanency spell. Variant: This spell is used with the progeny dreamer type variant.

Enliven Spirit

Conjuration (Healing) [Dream] Level: Clr 7, Drd 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Enliven spirit enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also restores 10 dream points per level of the caster, to the creature touched (a maximum of 200 points at 20th level). Enliven spirit does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points. If used against an undead creature, enliven spirit instead acts like haunted spirit. Variant: This spell is used with the attacking dream points

variant. If playing with the dreamspawn/nightmare progeny variant dreamspawn are healed by this spell, while nightmares are harmed by it.

Enliven Spirit, Mass

Conjuration (Healing) [Dream] Level: Clr 9, Drd 9, Dream 9 Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like enliven spirit, except as noted above. The maximum number of dream points restored to each creature is 300.

Haunted Spirit

Necromancy [Dream] Level: Clr 7 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half; see text Spell Resistance: Yes Haunted spirit fills a subject with negative energy that depletes 10 points of dream point damage per caster level (to a maximum of 200 points at 20th level) and causes the subject to suffer one of the following side effects: blinded (for 1 minute), confused (for 3 rounds), dazed (for 1 round), deafened (for 1 minute), fatigued (for 1 minute), nauseated (for 3 rounds), sickened (for 1 minute), or stunned (for 1 round). If the creature successfully saves, haunted spirit has no side effect and only deals half the normal amount of dream point damage, but it cannot reduce the target’s dream points to less than 1. If used on an undead creature, haunted spirit acts like enliven spirit. Variant: This spell is used with the attacking dream points variant. If playing with the dreamspawn/nightmare progeny variant dreamspawn are harmed by this spell, while nightmares are healed by it.

Haunted Spirit, Mass

Necromancy [Dream] Level: Clr 9 Range: Close (25 ft. + 5 ft./2 levels) Targets: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like haunted spirit, except as noted above. The maximum number of dream points depleted from each creature is 300.

Hide from Progeny Abjuration [Dream] Level: Drd 2, Rgr 2 Components: S, DF

Casting Time: 1 standard action Range: Touch Targets: One creature touched/level Duration: 10 min./level (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes Progeny cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Progeny simply act as though the warded creatures are not there. If a warded character touches a progeny or attacks any creature, even with a spell, the spell ends for all recipients. Variant: This spell is used with the progeny dreamer type variant.

Hold Progeny

Enchantment (Compulsion) [Dream, Mind-Affecting] Level: Drd 3, Rgr 3 Components: V, S Target: One progeny This spell functions like hold person, except that it affects a progeny instead of a humanoid. Variant: This spell is used with the progeny dreamer type variant.

Invigorate Spirit

Conjuration (Restoreing) [Dream] Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Dream 2 Components: V, S, M Casting Time: 1 action Range: Touch Target: Creature touched Duration: Instantaneous Saving Throw: Will half (harmless) Spell Resistance: Yes (harmless) When laying your hand upon a creature, you channel positive energy that restores 2d8 +1 per caster level (up to +10) to the creature’s dream points. Since undead are powered by negative energy, this spell deals damage to their dream points instead of restoreing. An undead creature can attempt a Will save to take half damage. Variant: If playing with the dreamspawn/nightmare progeny variant dreamspawn are restoreed by this spell, while nightmares are harmed by it.

Invigorate Spirit, Mass

Conjuration (Restoreing) [Dream] Level: Brd 6, Clr 6, Drd 6 Components: V, S, M Casting Time: 1 action Range: Close (25 + 5 ft./2 levels) Target: One creature/level, no two of which can be more than 30 ft. apart Duration: Instantaneous Saving Throw: Will half (harmless) Spell Resistance: Yes (harmless)

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You can channel positive energy that restores 2d8 +1 per caster level (up to +10) to each selected creature’s dream points. Since undead are powered by negative energy, this spell deals damage to their dream points instead of restoreing. An undead creature can attempt a Will save to take half damage. Variant: If playing with the dreamspawn/nightmare progeny variant dreamspawn are restoreed by this spell, while nightmares are harmed by it.

Invigorate Spirit, Greater

Conjuration (Restoreing) [Dream] Level: Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3, Dream 3 As invigorate spirit, except it restores 3d8 +1 per caster level (up to +15) dream points.

Invigorate Spirit, Greater Mass Conjuration (Restoreing) [Dream] Level: Clr 7, Drd 7, Dream 7

As mass invigorate spirit, except it restores 3d8 +1 per caster level (up to +15) dream points.

Invigorate Spirit, Lesser

Conjuration (Restoreing) [Dream] Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Dream 1 As invigorate spirit, except it only restores 1d8 +1 per caster level (up to +5) dream points.

Invigorate Spirit, Lesser Mass Conjuration (Restoreing) [Dream] Level: Brd 5, Clr 5, Drd 5

As mass invigorate spirit, except it only restores 1d8 +1 per caster level (up to +5) dream points.

Invigorate Spirit, Minor

Conjuration (Restoreing) [Dream] Level: Brd 0, Clr 0, Drd 0 As invigorate spirit, except it only restores 1 dream point.

Invigorate Spirit, Superior

Conjuration (Restoreing) [Dream] Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4 As invigorate spirit, except it restores 4d8 +1 per caster level (up to +20) dream points.

Invigorate Spirit, Superior Mass 118

Conjuration (Restoreing) [Dream] Level: Brd 8, Clr 8, Drd 8 As mass invigorate spirit, except it restores 4d8 +1 per caster level (up to +20) dream points.

Progeny Growth

Transmutation [Dream] Level: Drd 6, Sor/Wiz 6 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Targets: Up to one progeny (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart Duration: 1 min./level Saving Throw: Fortitude negates Spell Resistance: Yes You cause a number of progeny to grow to twice their normal size and eight times their normal weight. This alteration changes each progeny’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the progeny’s modifier to AC and attack rolls and its base damage. The progeny’s space and reach change as appropriate to the new size, but its speed does not change. The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size. All equipment worn or carried by a progeny is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment. Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size. The spell gives no means of command or influence over the enlarged progeny. Multiple magical effects that increase size do not stack. Variant: This spell is used with the progeny dreamer type variant.

Progeny Messenger

Enchantment (Compulsion) [Dream, Mind-Affecting] Level: Brd 2, Drd 2, Rgr 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One Tiny progeny Duration: One day/level Saving Throw: None; see text Spell Resistance: Yes You compel a Tiny progeny to go to a spot you designated location. The most common use for this spell is to get progeny to carry a message to your allies. The progeny cannot be one tamed or trained by someone else, including such creatures as familiars and progeny companions. Using gold as a lure, you call the progeny to you. It advances

and awaits your bidding. You can mentally impress on the progeny a certain place well known to you or an obvious landmark. The directions must be simple, because the progeny depends on your knowledge and can’t find a destination on its own. You can attach a small item or note to the messenger. The progeny then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities. During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the progeny or read any attached message (if it’s written in a language he or she doesn’t know, for example). Material Component: 1 cp. Variant: This spell is used with the progeny dreamer type variant. If using the progeny shift variant, the unique nature of the progeny called by this spell allows it to ignore progeny shifts until it has completed its task.

Progeny Trance

Enchantment (Compulsion) [Dream, Mind-Affecting, Sonic] Level: Brd 3, Drd 3 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Targets: Progeny with Intelligence 9 or less Duration: Concentration Saving Throw: Will negates Spell Resistance: Yes Your swaying motions and music (or singing, or chanting) compel progeny to do nothing but watch you. Only a creature with an Intelligence score of 9 or less can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected. Variant: This spell is used with the progeny dreamer type variant.

Repel Progeny

Abjuration [Dream] Level: Brd 5, Clr 5, Drd 5, Rgr 4 Components: V, S, DF Casting Time: 1 standard action Range: 10 ft. Area: 10-ft.-radius emanation centered on you Duration: 10 min./level (D) Saving Throw: None or Will negates; see text Spell Resistance: Yes An invisible barrier holds back progeny. A progeny with Hit Dice of less than one-third your level cannot penetrate the barrier. A progeny with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the progeny 2d6 points of damage, and pressing against the barrier causes pain, which deters most progeny. Variant: This spell is used with the progeny dreamer type variant.

Speak with Progeny

Divination [Dream] Level: Brd 4, Drd 2, Rgr 2 Components: V, S Casting Time: 1 standard action Range: Personal Target: You Duration: 1 min./level You can comprehend and communicate with progeny that you normally could not speak with. You are able to ask questions of and receive answers from progeny, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning progeny are likely to be terse and evasive, while the more stupid ones make inane comments. If a progeny is friendly toward you, it may do some favor or service for you. Variant: This spell is used with the progeny dreamer type variant.

Summon Progeny I

Conjuration (Summoning) [Dream, see text] Level: Brd 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1 Components: V, S, DF Casting Time: 1 round Range: Close (25 ft. + 5 ft./2 levels) Effect: One summoned creature Duration: 1 round/level (D) Saving Throw: None Spell Resistance: No This spell summons a progeny. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Progeny table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type. For example, the spell is considered to have the water descriptor if you summon a water elemental. Variant: This spell is used with the progeny dreamer type variant.

Summon Progeny II

Conjuration (Summoning) [Dream, see text] Level: Brd 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

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Summon Progeny III

Conjuration (Summoning) [Dream, see text] Level: Brd 3, Clr 3, Drd 3, Rgr 3, Sor/Wiz 3 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.

Summon Progeny IV

Conjuration (Summoning) [Dream, see text] Level: Brd 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 4 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny V

Conjuration (Summoning) [Dream, see text] Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VI

Conjuration (Summoning) [Dream, see text] Level: Brd 6, Clr 6, Drd 6, Sor/Wiz 6 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VII

Conjuration (Summoning) [Dream, see text] Level: Clr 7, Drd 7, Sor/Wiz 7, Dream 7, Nightmare 7 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VIII

Conjuration (Summoning) [Dream, see text] Level: Clr 8, Drd 8, Sor/Wiz 8 Effect: One or more creatures, no two of which 120 can be more than 30 ft. apart This spell functions like summon progeny I,

except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny IX

Conjuration (Summoning) [Dream, see text] Level: Clr 9, Drd 9, Sor/Wiz 9, Dream 7, Nightmare 7 Effect: One or more creatures, no two of which can be more than 30 ft. apart This spell functions like summon progeny I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind. Table 4.2: Summon Progeny List* 1st Level Celestial dog Celestial owl Celestial giant fire beetle Celestial porpoise1 Celestial badger Celestial monkey Dire Rat Eagle Horse (light, heavy) Light war horse Mule Pony War pony Wolf Fiendish dire rat Fiendish raven Fiendish monstrous centipede, Medium Fiendish monstrous scorpion, Small Fiendish hawk Fiendish monstrous spider, Small Fiendish octopus1 Fiendish snake, Small viper 2nd Level Celestial giant bee Celestial giant bombardier beetle Celestial riding dog Celestial eagle Bear, black Camel Dire badger Dire bat Donkey Elemental, Small (any) Heavy warhorse Hippogriff Monitor lizard Riding Dog Wolverine Fiendish squid1 Fiendish wolf Lemure (devil) Fiendish monstrous centipede, Large Fiendish monstrous scorpion, Medium Fiendish shark, Medium1 Fiendish monstrous spider, Medium Fiendish snake, Medium viper 3rd Level Celestial black bear Celestial bison Eagle, giant Grig [without fiddle] Owl, giant Celestial dire badger Celestial hippogriff Satyr [without pipes] Bison Dire weasel Dire wolf Lion Rhinoceros Thoqqua Fiendish ape Fiendish dire weasel Hell hound Fiendish snake, constrictor Fiendish boar Fiendish dire bat Fiendish monstrous centipede, Huge Fiendish crocodile Dretch (demon)

Alignment LG LG NG NG CG CG N N N N N N N N LE LE NE NE CE CE CE CE LG NG NG CG N N N N N N N N N N N LE LE LE NE NE NE CE CE LG NG NG NG NG CG CG CN N N N N N N LE LE LE LE NE NE NE CE CE

Fiendish snake, Large viper Fiendish wolverine 4th Level Archon, lantern Celestial giant owl Celestial giant eagle Celestial lion Unicorn Arrowhawk, juvenile Bear, brown Deinonychus (dinosaur) Dire ape Dire boar Dire wolverine Elemental, Medium (any) Mephit (any) Sea cat1 Tojanida, juvenile1 Xorn, minor Fiendish dire wolf Fiendish giant wasp Fiendish giant praying mantis Fiendish shark, Large1 Salamander, flamebrother Yeth hound Fiendish monstrous spider, Large Fiendish snake, Huge viper Howler 5th Level Archon, hound Celestial brown bear Celestial giant stag beetle Celestial sea cat1 Celestial griffon Arrowhawk, adult Bear, polar Dire lion Elasmosaurus1 (dinosaur) Elemental, Large (any) Griffon Janni (genie) Rhinoceros Nixie (sprite) Tojanida, adult1 Whale, orca1 Satyr [with pipes] Achaierai Devil, bearded Fiendish deinonychus Fiendish dire ape Fiendish dire boar Fiendish shark, Huge Fiendish monstrous scorpion, Large Shadow mastiff Fiendish dire wolverine Fiendish giant crocodile Fiendish tiger 6th Level Celestial polar bear Celestial orca whale1 Pixie (sprite) [no special arrows; can’t cast irresistible dance] Bralani (eladrin) Celestial dire lion Dire bear Elemental, Huge (any) Elephant Girallon Megaraptor (dinosaur) Xorn, average Chaos beast Devil, chain Xill Fiendish monstrous centipede, Gargantuan Fiendish rhinoceros Salamander, average Fiendish elasmosaurus1 Fiendish monstrous spider, Huge Fiendish snake, giant constrictor 7th Level Celestial elephant Avoral (guardinal) Celestial baleen whale1 Djinni (genie) Pixie (sprite) [with sleep arrows; can’t cast irresistible dance] Djinni (genie) Arrowhawk, elder Dire tiger Elemental, greater (any) Invisible stalker Triceratops (dinosaur) Tyrannosaurus (dinosaur) Xorn, elder

CE CE LG LG CG CG CG N N N N N N N N N N N LE LE NE NE NE NE CE CE CE LG LG NG NG CG N N N N N N N N N N N CN LE LE LE LE NE NE NE NE CE CE CE LG NG NG CG CG N N N N N N CN LE LE NE NE NE CE CE CE LG NG NG NG NG CG N N N N N N N

Devil, bone Fiendish megaraptor Fiendish monstrous scorpion, Huge Babau (demon) Fiendish giant octopus1 Fiendish girallon 8th Level Celestial dire bear Celestial cachalot whale1 Celestial triceratops Lillend Dire Shark1 Roc Tojanida, elder Fiendish giant squid1 Hellcat Fiendish monstrous centipede, Colossal Salamander, noble Fiendish dire tiger Fiendish monstrous spider, Gargantuan Fiendish tyrannosaurus Vrock (demon) 9th Level Couatl Leonal (guardinal) Grig [with fiddle] (sprite) Pixie (sprite) [with sleep and memory loss arrows; Can cast irresistible dance] Celestial roc Unicorn, celestial charger Elemental, elder (any) Devil, barbed Fiendish dire shark1 Fiendish monstrous scorpion, Gargantuan Night hag Bebilith (demon) Fiendish monstrous spider, Colossal Hezrou (demon)

LE LE NE CE CE CE LG NG NG CG N N N LE LE NE NE CE CE CE CE LG NG NG NG CG CG N LE NE NE NE CE CE CE

1 May be summoned only into an aquatic or watery environment. *GMs should feel free to add creatures they deem appropriate to this list.

Wake

Abjuration [Dream] Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Range: Touch Target: One awakened or slumbering creature touched Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell forces an awakened or slumbering creature back to its proper plane if it fails a special Will save (DC = spell’s DC + your caster level – creature’s HD). If successful, the creature is instantly whisked away from the Dream Plane back to their proper plane and cannot fall asleep again for 8 hours. Material Component: 1 gp. Variant: This spell can be disruptive to a Dream Plane campaign and a GM may wish to disallow the spell altogether. Another option is to lower the spell level by one and make it only temporarily knock a character out of the Dream Plane for a duration of 1 min./level. A GM may even choose to use both wake spells if that is their desire.

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New Clerical Domains These new clerical domains are based upon the spells presented above and the PHB.

Dream Domain

Granted Power: You cast dream spells at +1 caster level.

Table 4.3: Dream Domain Spells: Level Spell 1 Lesser invigorate spirit 2 Invigorate spirit 3 Greater invigorate spirit 4 Lesser dream ally 5 Dream 6 Dream ally 7 Greater mass invigorate spirit 8 Greater dream ally 9 Mass enliven spirit

Nightmare Domain

Granted Power: You cast nightmare spells at +1 caster level.

Table 4.4: Nightmare Domain Spells: Level Spell 1 Cause fear 2 Scare 3 Bestow curse 4 Lesser dream ally 5 Nightmare 6 Dream ally 7 Insanity 8 Greater dream ally 9 Antipathy

Spell Templates Spell templates alter the basic statistics of a spell. A caster may apply a number of spell templates to a given spell equal to their primary spellcasting ability modifier. Templates that apply a special effect to a spell do so once. All dream point costs are expended at the time of casting. Some spell templates require additional Focus, Somatic, or Verbal components. This section assumes the use of the Dream Point System as the means by which spell templates are activated, but if GMs are not using this system, then they should use the alternative dream benefit guidelines presented in Appendix A. Clerics, Druids, Paladins, Rangers, and Wizards: During preparation, these classes may choose to prepare spells with spell templates at no additional time cost. However, they can choose when they cast their spells whether to apply spell templates to improve them. But because the caster has not prepared the spell template in advance, he must apply the spell template on the spot. Therefore, the caster must take more time to cast a spell templated spell (one enhanced by a spell template) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a spell templated version is a full-round action. For a spell with a longer casting time, it takes an extra fullround action to cast the spell. Sorcerers and Bards: During casting, these classes can choose whether to apply spell templates to them. But because the caster has not 122 improve prepared the spell template in advance, he must apply the spell template on the spot. Therefore,

the caster must take more time to cast a spell templated spell (one enhanced by a spell template) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a spell templated version is a full-round action. For a spell with a longer casting time, it takes an extra fullround action to cast the spell. Spontaneous Casting and Spell Templates: A cleric spontaneously casting a cure or inflict spell can opt to cast a spell templated version of it instead. But because the caster has not prepared the spell template in advance, he must apply the spell template on the spot. Therefore, the caster must take more time to cast a spell templated spell (one enhanced by a spell template) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a spell templated version is a full-round action. Magic Items and Spell Templated Spells: With the right item creation feat, you can store a spell templated version of a spell in a potion, scroll, or wand. Increase the gold cost to create a potion with any of these spell templates by 5 gp for each dream point the spell template requires. Increase the gold cost to create a scroll with any of these spell templates by 2 gp and 5 sp for each dream point the spell template requires. Increase the gold cost to create a potion with any of these spell templates by 75 gp for each dream point the spell template requires. A character doesn’t need the spell template to activate an item storing a spell templated version of a spell. Counterspelling Spell Templated Spells: Whether or not a spell template has enhanced a spell does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

Template Displays Each spell template has a specific display associated with it, such as a change of air temperature, scent, or visual effect. Unless otherwise specified, a display occurs during the casting and lasts for one round. Displays are never powerful or distractive enough to force a Concentration check, grant an attack of opportunity, or otherwise adversely effect the current situation. The following displays are suggestions and players and GMs should feel free to replace them with ones they would prefer.

Bitter This template can be added to any spell that inflicts hit point damage. Targets must make a Fortitude save against the spell’s Difficulty Class or become nauseated (if living) for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the acid descriptor. If the spell already has the acid descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 5 per spell level. Display: Acrid smell surrounds the caster as he casts spells with this template.

Brilliant This template can be added to any spell that can target creatures or objects. Creatures or objects affected by the spell

give off a 20-foot radius of bright light and shadowy light for an additional 20 feet beyond, for a number of rounds equal to 1 + half the spell’s level. Affected creatures and objects cannot benefit from concealment, while under the affects of this spell template. The light caused by this spell template cancels out the darkness created by the darkened spell template or darkness spell of equal or lower level resulting in natural lighting conditions. Spells with this template gain the light descriptor. If the spell already has the light descriptor the aura of light lasts for a number of rounds equal to 1 + the spell’s level. DP Cost: 10 per creature or object affected. Display: An aura of bright light surrounds the caster momentarily.

Corrosive This template can be added to any spell that can inflict damage upon an object or non-living creature. The spell’s damage increases by one-half and ignores 1 point of hardness or damage reduction per spell level versus objects and non-living creatures. Spells with this template gain the acid descriptor. If the spell already has the acid descriptor the target suffers double damage and the damage ignores 2 points of hardness or damage reduction. DP Cost: 10 per spell level. Display: A pungent metallic odor accompanies the casting of spells with this template.

Countering Prerequisites: Improved Counterspell. This template can be added to any spell. The spell can be used to counter any spell of its level or lower, though the caster must still identify the spell that is being cast before he can counter it. DP Cost: 5 per spell level of the spell being countered.

Daze This template can be applied to any offensive spell. Targets must make a Fortitude save against the spell’s Difficulty Class or become dazed (if living) for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the electricity descriptor. If the spell already has the electricity descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 10 per spell level. Display: Electrical arcs dance up the body of the caster.

Discerning Prerequisites: Spellcaster level 9th+, Wisdom 15+. This template can be added to any spell with an area of effect (as opposed to a target or targets). The caster can choose a number of creatures or objects within the area of effect up to their Wisdom modifier that will avoid suffering the effects of the spell. DP Cost: 5 per creature or object not to be affected. Additional Cost: Verbal Component (calling out the names of those who are to avoid the spell’s effect).

Disconsolate The disconsolate template can be added to any spell with a range other than touch or personal. Creatures targeted or in the area of effect of the spell that succeed their initial saving throw must make a second saving throw versus the original DC, or are treated as if they have failed the initial save. Further, if the spell is of the evocation or transmutation school, the caster of the spell is surrounded by dim shadow and gains concealment (20% miss chance) for a number of rounds equal to 1 + half the spell’s level of the spell cast. Spells with this template gain the darkness descriptor. If the spell already has the darkness descriptor increases the DC of the secondary save by 2. DP Cost: 10 per spell level. Display: The caster’s eyes turn obsidian black as he casts spells with this template.

Disrupting Prerequisites: Charisma 13+. The disrupting template may be added to any spell that deals hit point damage. Instead of the spell dealing hit point damage it deals dream point damage. DP Cost: 2 per spell level (1 dream point for 0-level spells). Display: The caster’s eyes glow with a purple hue and the dreamscape appears to ripple around him. Variant: This spell is used with the attacking dream points variant.

Exultant The exultant template can be added to any spell with a range other than touch or personal. If the caster fails his initial caster level check against any creature with spell resistance targeted or in the area of effect of the spell, he may make a second caster level check versus the creature’s spell resistance. If this second caster level check is successful, the spell affects the creature as normal. If not the spell fails to affect the creature. Further, if the spell is of the evocation or transmutation school, the caster of the spell is surrounded by bright light and dazzles those within 30 feet of him for a number of rounds equal to 1 + half the spell’s level of the spell cast, unless they make a Will save against the exultant spell’s DC. Spells with this template gain the light descriptor. If the spell already has the light descriptor the secondary caster level check is increased by 2. DP Cost: 10 per spell level. Display: The caster’s eyes burn a bright blue as he casts spells with this template.

Fascinating Prerequisites: Spellcaster level 9th+, Charisma 15+. Casters can add this to any spell with a duration of 1 round to 1 minute per level. Those

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within 30 feet of the caster who can see the spell being cast must make a Will save against the spell’s Difficulty Class or be fascinated for the duration of the spell. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the affected creatures, automatically breaks the effect. This is an enchantment (compulsion), mind-affecting effect. DP Cost: 2 per HD of creatures affected (maximum HD equal to twice your effective character level). Additional Cost: Verbal Component (pleasant chanting). Display: The caster’s eyes become whirlpools of light, while the spell’s effect becomes strangely entrancing.

Fevered This template can be added to any non-cold spell that inflicts hit point damage. Targets must make a Fortitude save against the spell’s Difficulty Class or be treated as if they have been exposed to severe heat for 10 minutes. This means such characters must make a successful Fortitude save (DC 15) or suffer 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on this Fortitude save. A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage he took from the heat. Spells with this template gain the fire descriptor. If the spell already has the fire descriptor the target is treated as if they have been exposed to extreme heat for one minute. DP Cost: 5 per creature affected. Display: A spell with this template causes smoke to wisp from the caster’s mouth and sweat to bead upon his brow.

Flare This template can be added to any spell that inflicts hit point damage. Targets must make a Fortitude save against the spell’s Difficulty Class or become blinded for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the fire descriptor. If the spell already has the fire descriptor the target becomes blinded for a number of rounds equal to 1 + the spell’s level. DP Cost: 5 per spell level. Display: The caster’s eyes glow like burning embers and his fingers flare with flame.

Focused (School) When this template is taken one must also decide which school of magic it applies to: abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, or transmutation. Casters can then add this template to any spell of their chosen school of magic that requires a saving throw. The spell’s saving throw is increased by an amount determined by the expenditure of dream points (maximum +5). For example, a cone of cold spell (5th level) with the focused template applied to it would require 25 DP to increase the Difficulty Class by +1, 50 DP to 124 increase the Difficulty class by +2, or 75 DP to increase the Difficulty class by +3. DP Cost: 5 per spell level for each +1 to DC.

Additional Cost: Focus Component (a magic item related to your chosen school, created by you, and worth at least 200 gp x the spell level you wish to affect squared).

Frightful This template can be applied to any offensive spell. Targets must make a Will save against the spell’s Difficulty Class or become frightened for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the fear descriptor. If the spell already has the fear descriptor the spell’s DC is increased by 2 and its effects stack with those caused by this spell template. DP Cost: 10 per spell level. Display: A shadow wreathes about the caster taking upon itself the appearance of the target’s most dreaded fear.

Frostbitten This template can be added to any non-fire spell that inflicts hit point damage. Targets must make a Fortitude save against the spell’s Difficulty Class or be treated as if they have been exposed to severe cold for 10 minutes. An unprotected character must make a Fortitude save (DC 15), taking 1d6 points of nonlethal damage on each failed save. Characters wearing winter clothing do not suffer any ill effects. A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia and treated as fatigued. These penalties end when the character recovers the nonlethal damage he took from the cold and exposure. Spells with this template gain the cold descriptor. If the spell already has the cold descriptor the target is treated as if they have been exposed to extreme cold for one minute. DP Cost: 5 per creature affected. Display: The casting of a spell with this template causes the caster’s breath to fog and his skin to be momentarily covered in frost.

Ghost Touched Prerequisites: Spellcaster level 9th+. This template can be added to any spell that inflicts hit point damage and allows a spell to deal normal damage against incorporeal creatures, negating their 50% chance to avoid damage from magical sources. DP Cost: 10. Display: The caster’s appearance becomes spectral and translucent, as does the spell that is produced.

Heartening This template can be applied to any beneficial spell. Targets that are have been shaken, frightened, or panicked by a fear effect may immediately make a Will save versus the DC of the original effect. Spells with this template gain the good descriptor. If the spell already has the good descriptor the targets of the spell gain a +2 dream bonus to their saving throws versus fear affects for a

number of rounds equal to 1 + half the spell’s level. DP Cost: 10 per creature affected. Display: A celestial figure appears faintly behind the caster and speaks a blessing.

Intensify (Energy) When you choose this template choose one for the following energy types: acid, cold, electricity, or fire. This template can be added to any spell that inflicts damage with the chosen energy type. The caster can increase the damage dealt by one-half to creatures targeted or within the area of effect of the spell by expending dream points. DP Cost: 5 per spell level for single target spells and 10 per spell level for multiple target and area of effect spells.

Linked Prerequisites: Intelligence or Charisma 15+. Casters can add this template to conjuration (summoning) spells. Creatures summoned by this spell gain an empathic link and shared spells qualities as described under the familiar rules for the duration of the spell. The caster can choose to link as many creatures as he wants when casting the spell. DP Cost: 10 per spell level for each creature linked. Additional Cost: Focus Component (a gold chain; focus must be worth at least 100 gp). Display: The gold chain within the caster’s hand glows with a purple hue.

Lucky

shadowy light for a number of rounds equal to 1 + half the spell’s level. Affected creatures and objects are considered to have total concealment if in darkness or concealment if in shadowy light, while under the affects of this spell template. The darkness or shadowy light caused by this spell template cancels out the light created by the brilliant spell template or light spells of equal or lower level resulting in natural lighting conditions. Spells with this template gain the darkness descriptor. If the spell already has the darkness descriptor the aura of darkness lasts for a number of rounds equal to 1 + the spell’s level. DP Cost: 5 per creature or object affected. Display: A shadow shrouds the caster from view momentarily.

Ordered This template can be applied to any spell with predetermined numerical effects (as part or all of the effect) such as bull’s strength, harm, heal, protection from chaos, and so on. The spell’s predetermined numeric effects (as detailed in the spell description) increase by one-half (round up). Spells with this template gain the lawful descriptor. If the spell already has the lawful descriptor, the predetermined numerical effects double. DP Cost: 5 per spell level. Additional Cost: Verbal Component (a single solid musical note sung by the caster). Display: A silvery light surrounds the caster. Only lawful casters may use this template.

Petrifying

Prerequisites: Charisma 13+. Casters can add this template to any spells that have variable numeric effects. Roll the dice twice when determining the effects of the spell and take whichever result is preferred. DP Cost: 5 per spell level. Additional Cost: Focus Component (a pair of gold dice; focus must be worth at least 100 gp), Somatic Component (rolling the gold dice). Display: The gold dice glow with a purplish light.

The petrifying template can be added to any offensive spell with a range of touch. Targets must make a Fortitude save against the spell’s Difficulty Class or be petrified for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the earth descriptor. If the spell already has the earth descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 15 per spell level. Display: The casting of a spell with this template causes the caster’s face to become momentarily marbleized and sculpted in appearance.

Nonlethal

Profane

Casters can add this template to any spell that inflicts hit point damage. All damage caused by the spell becomes nonlethal damage. DP Cost: 5. Display: Spells cast with this template appear wispy and less substantial in nature.

Casters can add this template to any attack spell that has a variable numerical effect. The spell’s variable numeric effects (as detailed in the spell description) increase by one-half. Further, the target of the spell suffers a -1 profane penalty to AC and saving throws for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the evil descriptor. If the spell already has the evil descriptor, its effects double (instead of increase by one-half) and the profane penalty lasts for a number of rounds equal to 1 + the spell’s level. Only evil casters may use this template. 125 DP Cost: 5 per spell level. Additional Cost: Verbal Component (specific guttural and evil sounds, harsh in nature).

Obscuring This template can be added to any spell that can target creatures or objects. Creatures or objects affected by the spell give off either a 20-foot radius of darkness or 40-foot radius

Display: A soft subtle aura of shadow surrounds the caster of this spell.

Reinforced This template can be added to any spell that conjures or creates a physical object (not effect, so a wall of iron can be affected, but not a wall of force). The template adds +1 to the object’s hardness per spell level and doubles its hit points. Spells with this template gain the earth descriptor. If the spell already has the earth descriptor the increase to the object’s hardness by +2 per spell level and triples its hit points. DP Cost: 10 per spell level. Display: Spells cast with this template create an iron tinge to the air around the caster.

Repelling Prerequisites: Spellcaster level 12th+, Intelligence or Charisma 17+. Caster can add this template to any offensive spells. All creatures within 25 feet of the caster suffer the effects of a bull rush with the point of origin being the caster. 1st through 3rdlevel spells create a small repelling force and can effect Medium and smaller creatures. 4th through 6th-level spells create a Large repelling force and can effect Large and Huge creatures. 7th through 9th-level spells create a Gargantuan repelling force and can affect Gargantuan and Colossal creatures. The repelling force has a Strength modifier equal to its spell level for purposes of determining the outcome of the opposed Strength check. The repelling force suffers a –2 to its Strength for each creature or object intervening between the caster and the target of this effect. The repelling force gains a +2 bonus against those who are between 10 and 25 feet away from the caster. Finally, the repelling force can only move creatures back to a maximum of 25 feet from the caster. Spells with this template gain the force descriptor. If the spell already has the force descriptor the repelling force gains double the Strength modifier. DP Cost: 10 per spell level. Additional Cost: Verbal Component (words of a rebuking nature). Display: A powerful surge of energy pulses up the caster’s body.

Revitalizing Prerequisites: Wisdom 13+. This template can be attached to any beneficial spell. Treat the targets of this spell as if they have had an hour’s worth of rest for purposes of healing nonlethal damage. DP Cost: 10 dream points per creature affected by this spell. Additional Cost: Focus Component (a living flower). Display: The smell of springtide and floral blooms sweep through the air.

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Sacred Casters can add this template to spells that have beneficial effects, such as cure spells, restoration, and so on that have a variable numerical effect. The spell’s variable numeric effects (as detailed in the spell description) increase by one-half. Further, the target of the spell gains a +1 sacred bonus to AC and saving throws for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the good descriptor. If the spell already has the good descriptor, its effects double (instead of increase by one-half) and the sacred bonus lasts for a number of rounds equal to 1 + the spell’s level. Only good casters may use this template. DP Cost: 5 per spell level. Additional Cost: Verbal Component (specific beautiful and pleasant sounds, hymn-like in nature). Display: A soft subtle light surrounds the caster of this spell.

Seeker Casters can add this template to any nontouch single target spells. You do not have to see your target nor be able to draw a line of effect, instead you need only name them and as long as they are within range of the spell it has its normal effects. Ray spells and other spells that require an attack roll still require you to roll the attack to determine if they hit. The caster may use a specific name (like Durgan Ironhammer) or a general creature type (such as cat, goblin, giant, etc.). If the later is used the spell will strike the closest creature of the chosen type. DP Cost: 5 per spell level. Additional Cost: Verbal Component (Name or general type of the target or targets).

Shared Casters can add this template to any spell he casts on himself. The spell can affect as many allies within 5 feet of the caster as he wants. The allies must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration of other than instantaneous, it stops affecting the allies if they move further than 5 feet away and will not affect them again even if they return to the caster before the duration expires. Additionally, a caster can add this template to a spell with the target “You” and cast it on his allies (as a touch spell) instead of on himself. DP Cost: 10 per spell level for each ally affected by the spell. Additional Cost: Verbal Component (Speak the names of the recipients of the spell).

Sicken The sicken template can be added to any offensive spell. Any living target must make a Fortitude save against the spell’s Difficulty Class or be sickened (by seasickness) for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the water descriptor. If the spell already has the water descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 5 per spell level.

Suggestive Smiting (Alignment) Prerequisites: Charisma or Wisdom 15+. When this template is taken one must chose an opposing alignment (chaotic good, evil, lawful) that this template works upon. This spell template can be added to any spell that inflicts hit point damage. The spell’s damage increases by one-half versus creatures of the chosen alignment and deals no damage to creatures that do not have the chosen alignment. Spells with this template gain the alignment descriptor opposite to the alignment this template smites. If the spell already has the opposite alignment descriptor, then the Difficulty Class of the spell is increased by 2. For example, if a fireball spell was affected by the smite (evil) spell template, then it would only affect evil creatures and no others. It would also gain the good descriptor since good is the opposing alignment of evil. DP Cost: 10 per spell level. Additional Cost: Focus Component (holy symbol of a deity of opposing alignment held out towards the targets of the spell), Verbal Component (a verbal rebuke of the creatures you wish to affect). Display: The caster’s eyes are magically etched with the image of the holy symbol they hold forth and an unearthly voice echoes the rebuke of the caster.

Sonic This template can be added to any spell that inflicts hit point damage. Targets must make a Fortitude save against the spell’s Difficulty Class or become deafened for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the sonic descriptor. If the spell already has the sonic descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 2 per spell level. Additional Cost: Verbal Component (shouted words appropriate to the spell being cast), Focus Component (either a tuning fork-like device or a quality musical instrument; focus must be worth at least 100 gp). Display: Sonic templated spells cause their caster’s voice to artificially amplify.

Stunning This template can be added to any touch spell. Targets must make a Fortitude save against the spell’s Difficulty Class or become stunned for a number of rounds equal to 1 + half the spell’s level. Spells with this template gain the electricity descriptor. If the spell already has the electricity descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 10 per spell level. Display: The caster’s hands become crisscrossed with energy.

Prerequisites: Spellcaster level 12th+, Charisma 17+. Casters can add this to any spell with a duration of 1 round to 1 minute per level. Those within 30 feet of the caster who can see the spell being cast must make a Will save against the spell’s Difficulty Class or come under the effects of a suggestion (as per the spell) for the duration of the spell. This is an enchantment (compulsion), mind-affecting effect. DP Cost: 5 per HD of creature affected (maximum HD equal to twice your effective character level). Additional Cost: Verbal Component (the suggestion to be given to all viewers). Display: The caster’s voice becomes warm and welcoming to those who listen and a light sweet scent fills the air.

Unbreakable Prerequisites: Spellcaster level 12th+, Wisdom or Charisma 17+. Casters can add this to any noninstantaneous spell. The caster can make the spell more difficult to dispel by expending dream points. DP Cost: 2 per one point increase to dispel DC (maximum +5).

Untamed This template can be applied to any spell. Whenever a wild spell is cast, there is a chance that one of its effects is altered. If the category rolled does not apply to the spell being cast, than the spell has its normal effects. Table 4.5: Untamed Spells D100 Effect 1-5 DP cost is doubled 6-10 All variable numerical effects halved Duration is halved (minimum 1 round) 11-15 16-20 Area of effect halved 21-25 Saving throw DC decreased by 2 26-75 No effect 76-80 Saving throw DC increased by 2 81-85 Area of effect doubles 86-90 Duration is doubled 91-95 Variable numerical effects are increased by one-half 96-100 DP cost is halved (round down); roll again treating a roll of 96-100 as a no affect result. Spells with this template gain the chaotic descriptor. If the spell already has the chaotic descriptor, the caster rolls an extra d10 and adds or subtracts that result from his roll. A result of more than 100 is treated as 100. DP Cost: 5 per spell level. Additional Cost: Verbal Component (random phrases). Display: A chaotic rainbow hued aura surrounds the caster of spells with this template. Only chaotic casters may use this template.

Wrathful (Creature) When this template is taken, choose one of the types of creatures listed under the ranger’s favored

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enemy list that the template effects. This spell template can be added to any offensive spell you cast against the chosen creature type. Your spell caster level is treated two higher than normal when determining duration, effects, and the ability to defeat the chosen creature’s spell resistance. In addition, the spell’s DC is two higher than normal and you gain a +2 dream bonus to attack rolls with ranged spell attacks against your chosen enemy. Finally, you gain a +2 dream bonus to damage rolls per spell level for spells that deal hit point damage. DP Cost: 10 per spell level. Additional Cost: Focus Component (A permanent masterwork, dreamwrought, or magic weapon that has dealt a death blow to a creature of your chosen type), Somatic Component (sweeping weapon in direction of targets of spell), Verbal Component (speaking a curse against your chosen enemy). Display: The caster’s curse is etched in glowing script upon the blade of the weapon he uses as his focus. Variant: If using the dreamspawn/nightmare variant for progeny, then one can choose one of those subtypes to affect with this template instead.

Zephyr The zephyr template can be added to any single target offensive spell that does not have a range of touch or personal. Targets must make a Fortitude save against the spell’s Difficulty Class or be blown away. A creature on the ground that is blown away is knocked down and rolls 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffering. Spells with this template gain the air descriptor. If the spell already has the air descriptor, then the Difficulty Class of the Fortitude save increases by 2. DP Cost: 10. Display: Spells with this template cause a sudden zephyr to swirl about the caster.

Magical Items There are a number of interesting possibilities for players and GMs to explore when considering what affect the Dream Plane might have on magical items. One such effect that has already been discussed is the inclusion of dream abilities to items via the dream benefits of item creation feats. Another is creating magical items specifically designed for adventure within the Dream Plane. Examples are provided within this section to give GMs a good starting point. Also included in this section is a short consideration of how intelligent items might be portrayed in a Dream Plane campaign.

Do Intelligent Items Dream? Intelligent items, although rare, can play an important role in the Dream Plane. GMs should consider whether dream and if so, what form they take. A GM 128 they might also designate a specific dreamer type for the item that might even fluctuate depending on

its current possessor. If an intelligent item has a set dreamer type, the GM should go through the normal process of determining its dream traits as if it were a character. For example, if an intelligent item is associated with the slumbering dreamer typedoes it reincarnate, gain subconscious traits, or figment form? Conversely, if the intelligent item’s type and form depend upon its bearer, apply all of the bearer’s dream traits to the item. For example, an intelligent item in the hands of an awakened gains awakened dreamer traits, while when borne by a native it gains native dreamer traits. Although not standard for some of the other dream types, a GM might chose to grant intelligent items an entirely new incarnation within the Dream Plane as a living NPC. This could lead to some intriguing encounters within the Dream Plane where the characters must ally, or in rare occasions oppose, their intelligent items. Intelligent items might even be native dreamers whose souls are bound to the items and seek freedom through the completion of a certain quest or particular penance. The intelligent item’s quest could hinge upon completing tasks inside or outside the Dream Plane, or even both. Another option would to have the intelligent item and its wielder switch places upon entry to the Dream Plane, whereby the wielder becomes an item and his item becomes the wielder. This works, especially well with slumbering characters providing interesting insight into the personality and motives of a character’s intelligent item. An entire campaign could be designed around this idea with players switching roles as they cross over between the real world and the Dream Plane trying to finish quests in both in order to achieve the ends of both character and item. After designating the dreamer type for an intelligent items GMs must decide whether it has dream qualities that surpass its existing enchantments. The dream abilities function as detailed in the item creation feats section within Chapter 3 and are considered latent abilities that require dream points to activate. GMs should also decide if intelligent items have their own dream point pool that they can use to aid their wielder’s actions. If such is the case, GMs must consider how it would increase the demand and value of intelligent items, as they would grant their wielders greater ability to bend the Dream Plane to their will. When determining an intelligent item’s dream point pool use the following table to determine the effective character level of the intelligent item. Table 4.6: Intelligent Item ECL Intelligent Item’s Base Effective Character Level Price Modifier* Less than 4,000 gp 1 4,000 gp 2 9,000 gp 3 15,000 gp 4 22,000 gp 5 30,000 gp 6 39,000 gp 7 49,000 gp 8 60,000 gp 9 72,000 gp 10 85,000 gp 11 99,000 gp 12 13 114,000 gp 130,000 gp 14 147,000 gp 15 165,000 gp 16 184,000 gp 17 204,000 gp 18 225,000 gp 19 247,000 gp 20

* Only use the modifiers from the intelligent item’s capabilities and powers listed in the Intelligent Items section of the DMG.

New Magic Items: This section details new magic items that can be found in the Dream Plane. Note that many of the items have variant entries that detail the different rules that they should be used in conjunction with.

Rings

Armor & Shields Perseverance: This suit of armor produces a magical force that protects the wearer from attacks that target dream points. The armor absorbs the indicated amount in dream point damage per round that the wearer would normally take. Table 4.7: Perseverance Armor Perseverance Dream Point Damage Type Resistance Lesser 5 Moderate 10 Greater 20

Craft Magic Arms and Armor, greater magic weapon; Market Price: +2. Variant: This magic weapon property is used along with the dream form variant presented in Chapter 2. GM’s Note: This magic weapon quality is an optional one and GMs should only let it into their campaigns after careful consideration of its deadly implications.

Market Price +1 +3 +5

Abjuration faint (lesser), moderate (moderate), strong (greater); Caster Level: 5th (lesser), 9th (moderate), 13th (strong); Prerequisites: Craft Magic Arms and Armor; Market Price: Varies (see above). Variant: This magic armor property is used along with the attacking dream points variant presented in Chapter 1. Armor of Tranquility: This suit of armor lowers the chance of backlashes occurring from expending dream points by granting a +5 dream bonus to the Backlash checks that involve the use of dream points in conjunction with skills or feats. Transmutation faint; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor; Market Price: 3,750 gp. Variant: This magic armor property is used along with the threshold and backlash variant presented in Chapter 1.

Weapons Dread: A weapon of dread deals +1d8 points of bonus dream point damage on a successful hit. Bows, crossbows, and slings so enchanted bestow this extra dream point damage upon their ammunition. There is a greater version of this enhancement that deals +2d8 extra dream point damage. Transmutation moderate (lesser), strong (greater); Caster Level: 8th (lesser), 12th (greater); Prerequisites: Craft Magic Arms and Armor, dampen spirit (lesser) or greater dampen spirit (greater); Market Price: Lesser +1; Greater +2. Variant: This magic weapon property is used along with the attacking dream points variant presented in Chapter 1. Mammoth: Weapons with this enhancement can be wielded as if they are one size category lower than normal. In this way a large greatsword could be wielded by medium-size creature as if it was a medium-size greatsword. Transmutation faint; Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, enlarge; Market Price: +1. True Damage: Weapons with this enhancement deal normal hit point damage to awakened characters instead of nonlethal damage. Transmutation moderate; Caster Level: 9th; Prerequisites:

Dream Weaving: This ring grants the wearer a +5 bonus to the Dream Weaving and Weavecraft skills. Transmutation faint; Caster Level: 5th; Prerequisites: Forge Ring, creator must have at least 5 ranks in both Dream Weaving and Weavecraft skills; Market Price: 15,000 gp. Variant: This magic ring can be used along with the threshold and backlash variant presented in Chapter 1 and lowers the chance of backlashes occurring from weave-based Backlash checks by granting a +5 bonus to the checks to suppress them. If this is the case increase the market price by 5,000 gp. Surreal Action: This ring increases the wearer’s dream point cap by 10 points, thus allowing the wearer to expend 5 more dream points per round. There is a greater version that increases the wearer’s dream point cap by 20 points, thus allowing the wearer to expend 20 more dream points per round. Transmutation faint (lesser), moderate (greater); Caster Level: 5th (lesser), 10th (greater); Prerequisites: Forge Ring; Market Price: 10,000 gp (lesser), 40,000 gp (greater). Variant: This magic ring can be used along with the threshold and backlash variant presented in Chapter 1 and increase the wearer’s threshold by 5 for the lesser ring of surreal action and 10 for the greater version. If this is the case increase the market price by 2,500 gp for the lesser ring of surreal action and 10,000 gp for the greater version.

Rods Metaweave Rods: These rods work exactly like metamagic rods, except that they only affect dream weaves. Strong (no school); Caster Level 17th; Craft Rod, appropriate Metaweave feat; Market Price: Same as metamagic rods with same effect. For example, a lesser Enlarge Weave metaweave rod would cost the same amount as a lesser Enlarge Spell metamagic rod: 3,000 gp. Rod of Wakening: This rod acts as a +1 light mace that deals no damage. Instead it forces any awakened creature struck by it to make a Will save (DC 12) or be forced out of the Dream Plane and kept from sleeping for 8 hours. A critical hit with the rod of awakening increases the Will save DC to 17. Abjuration strong; Caster Level: 13th; Prerequisites: Craft Rod, wake; Market Price: 18,000 gp.

Staffs Staff of Dreams: This staff is made of three carved willow branches entwined with each other. An intricately woven dream catcher marks the head of the staff 129 and allows the following spells: Invigorate spirit (1 charge) Commune with dream (2 charges)

Invigorate spirit, mass (2 charges) Moderate varied; Caster Level: 12th; Prerequisites: Craft Staff, commune with dream, invigorate spirit, mass invigorate spirit; Market Price: 33,750 gp. Staff of Progeny Control: This staff has an amorphous head that shifts to mimic the nearest progeny within line of sight of the wielder and allows the following spells: Calm progeny (1 charge) Charm progeny (1 charge) Detect progeny (1 charge) Hide from progeny (1 charge) Speak with progeny (1 charge) Dominate progeny (2 charges) Repel progeny (2 charges) Moderate varied; Caster Level: 12th; Prerequisites: Craft Staff, calm progeny, charm progeny, detect progeny, dominate progeny, hide from progeny, repel progeny, speak with progeny; Market Price: 67,500 gp. Variant: This staff is used along with Dream Planes that have progeny within them as detailed in Chapter 2.

Wondrous Items Cap of Tranquility: This purple peaked nightcap lowers the chance of backlashes occurring from expending dream points by granting a +5 dream bonus to the Backlash checks that involve the use of dream points in conjunction with creating magic items, casting spells with dream point costs, or using spell templates. Transmutation faint; Caster Level: 5th; Prerequisites: Craft Magic Wondrous Item; Market Price: 3,750 gp. Variant: This magic item is used along with the threshold and backlash variant presented in Chapter 1. Gem of Invigoration: This magically imbued gold gem is able to store dream points for later use. It can store up to 50 dream points. You can draw dream points from the gem as a free action, but never more than your total dream points. There is a greater version that holds up to 100 dream points. Conjuration faint (lesser), moderate (greater); Caster Level: 3rd (lesser), 7th (greater); Prerequisites: Craft Wondrous Item, creator must have at least 5 ranks in both Dream Weaving and Weavecraft skills, invigorate spirit (lesser), greater invigorate spirit (greater); Market Price: 5,000 gp (lesser), 10,000 gp (greater). Moral Compass: As a move-equivalent action, the holder of this compass may consult it in order to determine whether their next action is favored by their patron deity. When consulting the compass one must be thinking of their next action. If the action being considered is favored by the deity the compass points toward “Yes”. If the action being considered is disfavored by the deity the compass points toward “No”. Finally, if the action being considered is neither favored or disfavored by the deity the compass points toward “Indifferent”. When not in use the compass points toward the blank side of the compass’s facing. The moral compass may only be consulted seven times per day. A character that has no patron deity cannot activate the compass. Paladins gain an additional benefit and once per day can use the moral compass to do one of the 130 following: Make a smite evil attack as a paladin of 4 levels higher.

Cast a spell as a paladin of 4 levels higher. Gain 16 extra points of extra healing for the paladin’s lay on hands ability. Make a turn undead check as a paladin of 4 levels higher. Divination moderate; Caster Level: 7th; Prerequisites: Craft Wondrous Item, commune; Market Price: 49,000gp.

Dream Nodes and Surreal Storms Within a Dream Plane GMs might want specific areas within the world where those without ranks in the Dream Weaving skill can make use of it and change their environment. They might also want to have mobile and unpredictable areas that allow temporary use of the Dream Weaving skill. Dream node address the former and surreal storms the latter. Dream Nodes: Dream nodes are places within the Dream Plane where dream weaving is easier than normal and where even those without ranks in the Dream Weaving skill can shape the dream around them. There are four types of dream nodes: lesser, normal, greater, and superior. Each has their own dream point pool, effective dream weaving ranks, and modifier to the Dream Weaving DC listed upon the following table. Table 4.8: Dream Nodes Node Dream Effective Type Point Ranks Lesser 140 7 Normal 220 11 Greater 300 15 Superior 380 19

DC

Range

-5 -5 -10 -10

30 feet 180 feet 880 feet Unlimited

Dream Point Pool: Dream nodes, like characters, have a dream point pool. This pool can be drawn upon instead of a character’s dream point pool, when using the dream node to Dream Weave. The dream node’s dream pool is replenished at the end of each day. Effective Ranks: Dream nodes are treated as if they have a number of ranks in the Dream Weaving skill equal to the given number. Those with less ranks in the Dream Weaving skill, than the number indicated use the dream node’s effective ranks. If the character that is using the dream node has a higher number of ranks in the Dream Weaving skill they use their ranks instead. DC Modifier: Dream nodes decrease the Difficulty Class of Dream Weaving skill checks that are used to affect the Dream Plane within the indicated range. Range: Dream nodes have a range out to which it can affect the dream with the Dream Weaving skill. Attempts to create effects with ranks granted by the surreal storm beyond this range automatically fail. Surreal Storms: Surreal storms are unpredictable phenomena that make dream weaving and other dream actions easier than normal and where even those without ranks in the Dream Weaving skill can shape the dream around them. There are four types of surreal storms: light, moderate, strong, and severe. Each has their own effective dream weaving ranks, and modifier to the Dream Weaving DC listed upon the following table.

Table 4.9: Surreal Storms Node Duration Effective Type Ranks Light 5d6 min. 7 Moderate 1d6 hrs. 11 Strong 2d6 hrs. 15 Severe 4d6 hrs. 19

DC

Radius

-2 -5 -8 -10

50 ft. 200 ft. 1000 ft. 5000 ft.

Duration: This is how long a surreal storm lasts in minutes or hours. Effective Ranks: Surreal storms are treated as if they have a number of ranks in the Dream Weaving skill equal to the given number. Those with less ranks in the Dream Weaving skill, than the number indicated use the surreal storm’s effective ranks. If the character that is using the surreal storm has a higher number of ranks in the Dream Weaving skill they use their ranks instead. DC Modifier: Surreal storms decrease the Difficulty Class of all dream action skill checks. Radius: Surreal storms have a radius within which characters are considered to have the effective Dream Weaving ranks and DC modifiers of the storm applied to them. Characters can affect the dream within the storm’s area of effect with the Dream Weaving skill. Attempts to create effects with ranks granted by the surreal storm beyond this range automatically fail.

Cursed Items Cap of Troubled Dreams: This item appears to be a cap of tranquility to all observation until the wearer takes an action that would cause a Backlash check. When this happens, the cap becomes impossible to remove without a successful remove curse and the character is treated as having a threshold of 0. Transmutation moderate; Caster Level: 10th; Prerequisites: Craft Magic Wondrous Item, bestow curse; Market Price: 1,000 gp. Variant: This magic item is used along with the threshold and backlash variant presented in Chapter 1. Cap of Complete Tranquility: This item appears to be a cap of tranquility to all observation until the wearer attempts to expend dream points beyond their dream point threshold. When this happens the cap becomes impossible to remove, and it completely protects the wearer from backlashes by preventing them from spending any dream points above their threshold. Transmutation moderate; Caster Level: 10th; Prerequisites: Craft Magic Wondrous Item, bestow curse; Market Price: 2,000 gp. Variant: This magic item is used along with the threshold and backlash variant presented in Chapter 1. Gem of Dampening: This cursed gold gem steals 1 dream point from you whenever you expend dream points. Once picked up, the gem cannot be thrown away or smashed, it reappears somewhere on your person. If a remove curse spell is cast upon the gem of dampening, the item may be discarded normally and no longer haunts the individual. Necromancy faint; Caster Level: 3rd; Prerequisites: Craft Wondrous Item, creator must have at least 5 ranks in both Dream Weaving and Weavecraft skills, dampen spirit; Market Price: 1,000 gp. Faulty Moral Compass: As the moral compass, but there is a 25% chance that the compass will give a “Yes” answer, 25% chance it will give a “No” answer, 25%chance it will give an “Indifferent” answer, and a 25% chance it will give the correct answer. Divination moderate; Caster Level: 7th; Prerequisites: Craft Wondrous Item, commune, bestow curse; Market Price: 1,400 gp.

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Appendix A:

Monsters Under the Bed

The monsters within the Dream Plane are extraordinary and surreal in both ability and appearance. Frightful creatures turn into terrifying ones and dangerous monsters become perilous. Beautiful creatures become wondrous to behold, while unsightly ones are even more hideous and deformed. The following section provides a step-by-step process for making monsters more fantastic, exaggerating their powers as befits a creature that resides within a dream.

Remaking Monsters for the Dream Plane Step #1 Apply one of the following templates (found in Chapter 2) to the base creature: slumbering, awakened, corporeal, trueborn, or progeny.

Step #2 Determine the racial dream traits for each creature. If using the alternate dream point abilities variant, then use this step to also determine the base creature’s dream point modifying ability score and thus its maximum dream points. This should be the creature’s most defining mental ability score (Intelligence, Wisdom, or Charisma). Slumbering: Slumbering creatures use their 132 normal racial traits, unless the GM is using the incarnation variant. Awakened: Awakened creatures use the

awakened racial trait guidelines presented in Chapter 2 to determine the racial dream traits of the base creature. Corporeal: Corporeal creatures use their normal racial traits. If playing with the rebirth variant, then the creature uses the trueborn racial trait guidelines presented in Chapter 2 to determine its racial dream traits and gains the dream points of a trueborn creature of an equal Challenge Rating. If playing with the reborn fey variant, the fey gains the ascended or fallen racial dream traits presented later in this appendix, instead of its normal racial dream traits. Trueborn: Trueborn creatures use the trueborn racial trait guidelines presented in Chapter 2 to determine its racial dream traits. Progeny: Progeny creatures use their normal racial traits. If playing with the dreamspawn/nightmare variant, the progeny replaces his racial dream traits with the dreamspawn or nightmare racial dream traits presented later in this appendix.

Step #3 Apply the type and subtype dream traits to the base creature according to its challenge rating. Creatures with class levels do not count challenge rating increases from classes when determining creature type dream traits. Instead, only the challenge rating of the base creature is used. For example, a drider with 5 character levels only uses his challenge rating 7 to determine aberration dream traits. Type I Dream Monsters: Aberrations, animals, elementals, giants, magical beasts, monstrous humanoids, and plants use the following challenge rating chart to determine their creature type dream traits.

Table B.1: Type I Monster Dream Traits CR Special 1 Creature type feats (15) 4 Enhanced quality 8 1st unique dream trait, dream skill (1) 12 2nd unique dream trait, improved creature type feats 16 3rd unique dream trait, dream skill (2) 20 4th unique dream trait, greater creature type feats Creature Type Feats: Monsters of these creature types choose 15 feats that they may expend 5 dream points to gain temporary access to for one encounter. They must meet the prerequisites for the feats on their list and may only have access to one additional creature type feat at a time. Enhanced Quality: Monsters of this challenge rating or higher gain one of the following enhanced qualities: the ability to expend 20 dream points to double their darkvision range, the ability to expend 15 dream points to double their low-light vision for one encounter, or an enhanced quality appropriate to one of the creature subtypes they belong to. The following is a list of the subtypes and what they can grant a creature: Air: For every 5 dream points air subtype creatures expend they increases their air speed by 5 feet. Aquatic: For every 5 dream points aquatic subtype creatures expend they increases their swim speed by 5 feet. Chaotic: Chaotic subtype creatures can expend 20 dream points to have their natural weapons, deal 1d6 points of extra damage to lawful creatures for one encounter. Cold: Cold subtype creatures can expend 20 dream points to have their natural weapons, deal 1d6 points of cold damage for one encounter. Earth: For every 5 dream points earth subtype creatures expend they increases their burrow speed by 5 feet. Earth creatures without a burrow speed gain a 5-foot burrow speed. Evil: Evil subtype creatures can expend 20 dream points to have their natural weapons, deal 1d6 points of extra damage to good creatures for one encounter. Fire: Fire subtype creatures can expend 20 dream points to have their natural weapons, deal 1d6 points of cold damage for one encounter. Good: Good subtype creatures can expend 20 dream points to have their natural weapons, deal 1d6 points of extra damage to evil creatures for one encounter. Incorporeal: Incorporeal subtype creatures can expend 20 dream points in order to pass through solid objects with a space larger than its own for one round. Lawful: Lawful subtype creatures can expend 20 dream points to have their natural weapons, deal 1d6 points of extra damage to chaotic creatures for one encounter. Shapechanger: Shapechanger subtype creatures can expend 20 dream points to be able to take 10 on Bluff and Disguise checks for one encounter. Swarm: Swarm subtype creatures can expend 20 dream points to treat themselves as if they were a large creature for purposes of wind effects (including gust of wind) for one encounter. Water: For every 5 dream points a water subtype creatures expend they increases their swim speed by 5 feet. Unique Dream Traits: In addition to the above creature type dream traits a GM should use the surreal class feature guidelines (found in Chapter 2) to determine a number of unique dream traits as indicted by the table that are tailored to the specific

monster. Each unique dream traits should cost about 4 credits according to the surreal class feature guidelines. Dream Skills: Monsters of this challenge rating or higher choose a number of skills as indicted by the table that appear on their racial skill list and gain a +2 dream bonus per dream point expenditure when using the improved class skill dream point ability in conjunction with their chosen skills. Improved Creature Type Feats: Monsters of this challenge rating or higher may expend 15 dream points to access two creature type feats per encounter. Greater Creature Type Feats: Monsters of this challenge rating or higher may expend 30 dream points to access three creature type feats per encounter. Type II Dream Monsters: Constructs, oozes, undead, and vermin use the following challenge rating chart to determine their creature type dream traits. They have the same creature dream traits as Type I monsters, but choose 25 creature type feats, instead of 15 and do not gain any dream skills. Table B.2: Type II Monster Dream Traits CR Special 1 Creature type feats (25) 4 Enhanced quality 8 1st unique dream trait 12 2nd unique dream trait, improved creature type feats 16 3rd unique dream trait 20 4th unique dream trait, greater creature type feats Type III Dream Monsters: Dragons, fey, and outsiders use the following challenge rating chart to determine their creature type dream traits. They have the same creature dream traits as Type I monsters, but choose 10 creature type feats and do not gain the improved or greater creature type feats abilities. To offset this however, they gain more dream skills as indicated below. Table B.3: Type III Monster Dream Traits CR Special 1 Creature type feats (10), dream skills (1) 4 Enhanced quality, dream skills (2) 8 1st unique dream trait, dream skills (4) 12 2nd unique dream trait, dream skills (6) 16 3rd unique dream trait, dream skills (8) 20 4th unique dream trait Type IV Dream Monsters: Humanoids use the following challenge rating chart to determine their creature type dream traits. They have the same creature dream traits as Type I monsters, but they do not gain an enhanced quality, choose 25 creature type feats, and gain an additional unique dream trait. Table B.4: Type IV Monster Dream Traits CR Special 1 Creature type feats (25) 4 1st unique dream trait 8 2nd unique dream trait, dream skill (1) 12 3rd unique dream trait, improved creature type feats 16 4th unique dream trait, dream skill (2) 20 5th unique dream trait, greater creature type feats

Step #4 Revise stat block of the base creature to reflect the new traits gained by this process.

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Alternative Creature Dream Traits The following are two alternative and quicker options for GMs to use when determining the dream traits of creatures.

Leave the Creatures Alone Some GMs might not want to or just do not have the time to remake creatures for their Dream Plane campaigns. If this is the case, leave creatures unchanged from how they appear within the MM and treat characters as if they are one level higher than they actually are for every four levels they have acquired when determining experience gained from an encounter with such creatures. This helps to offset the improvements characters receive from their class dream features and allows GMs to play within the Dream Plane without as much time spent revising stat blocks. GMs should still figure out the dream points of the base creature and use the dream actions and dream benefits of the feats as presented in Chapter 3. Additionally, it is recommended to occasionally add in a monster that has been altered with the normal creature dream traits (presented above) or the role based dream traits (presented below), particularly for those NPC creatures of great importance to your campaign. This will help engender within players a sense of the awe and excitement that Dream Plane encounters are meant to create.

Standardized Creature Dream Traits GMs who do not want to spend precious preparation time deciding upon the unique dream traits of creatures, may instead use the following standardized dream trait progressions to quickly determine a creature’s dream traits. This is a generic process and as such the creatures do not gain as much of a personalized feel to their dream traits. A creature’s dream traits are determined by the role it plays in a campaign and it acquires new dream traits at its 1st, 4th, 8th, 12th, 16th, and 20th challenge ratings. Creatures with fractional challenge ratings are treated as 1st challenge rating for purposes of determining what dream traits they have. Ambusher: These creatures have the primary purpose of confronting adventurers via surprise combat. Creatures with this role have the following dream traits according to their challenge rating. Table B.5: Ambusher Dream Traits CR Special 1 Feats of ambushing 4 Ambushing attack 8 Dream skills (4) 12 Improved ambushing 16 Dream skills (8) 20 Greater ambushing Feats of Ambushing (Ex): An ambusher may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved 134 Critical, Improved Initiative, Investigator, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Quicken Spell-Like

Ability, Skill Focus (for any skill that appears in the ambusher’s stat block), Stealthy, Weapon Finesse. An ambusher must meet the prerequisites of the feat in order to access it. An ambusher can only access one feat of ambushing per encounter. Ambushing Attack (Ex): An ambusher may expend 20 dream points to declare one melee or ranged attack (the target can be no more than 30-feet distant if the ambushing attack is a ranged attack) an ambushing attack and deal an additional 2d6 points of damage. The target of the attack also loses any Dexterity bonus to AC, but only against the ambushing attack. This is a free action. Dream Skill (Ex): An ambusher selects a number of skills as indicted by Table B.5 that appear in their stat block, when using the improved class skill dream point ability in conjunction with these four class skills the ambusher gains a +2 dream bonus per dream point expenditure. Improved Ambushing: An ambusher may expend 15 dream points to access two feats of ambushing per encounter. In addition, an ambusher may expend 60 dream points to declare an improved ambushing attack that deals an additional 6d6 points of damage. The target of the attack also loses any Dexterity bonus to AC, but only against the ambushing attack. Greater Ambushing: An ambusher may expend 30 dream points to access three feats of ambushing per encounter. Combatant: These creatures have the primary purpose of confronting adventurers via physical combat. Creatures with this role have the following dream traits according to their challenge rating. Table B.6: Combatant Dream Traits CR Special 1 Feats of combat 4 Combatant sacrifice 8 Dream skills (1), weapon mastery 12 Improved combat 16 Dream skills (2), paragon of martial prowess 20 Greater combat Feats of Combat: At 1st challenge rating, a combatant may expend 5 dream points to gain temporary access to one of the fighter bonus feats he does not currently have. This ability can also be used to gain access to the Awesome Blow, Endurance, Die Hard, Flyby Attack, Improved Natural Armor, Improved Natural Attack, Great Fortitude, Multiattack, Multiweapon Fighting, Skill Focus (for any skill that appears in the combatant’s stat block), Snatch, or Toughness feats. A combatant must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A combatant can only access one extra feat per encounter. This is a free action. Combatant’s Sacrifice (Ex): A combatant may sacrifice Base Attack Bonus for one encounter to gain temporary dream points to power his combatant creature dream traits or activate the dream benefits of any feats that appear on the above feats of combat list. For each point of Base Attack Bonus sacrificed the combatant gains ten temporary dream points that he can expend during that encounter. This is a free action. Dream Skill (Ex): A combatant selects a number of skills as indicted by Table B.6 that appear in their stat block when using the improved class skill dream point ability in conjunction with this skill the combatant gains a +2 dream bonus per dream point expenditure. Weapon Mastery (Ex): A combatant may expend 40 dream points to be able to re-roll one melee or ranged damage roll each round for one encounter. The combatant takes the better of the

two results. This is a free action. Improved Combat: A combatant may expend 15 dream points to access two feats of combat per encounter. Paragon of Martial Prowess (Ex): A combatant may expend 80 dream points to gain a +4 dream bonus to Strength, Dexterity, and Constitution for one encounter. It also chooses one of the following additional benefits to gain for the duration of one encounter: a +4 dream bonus to natural armor, a +10 dream bonus to one speed type, or +2 bonus to attack rolls in regards to a particular extraordinary special attack. This is a free action. Greater Combat: A combatant may expend 30 dream points to access three feats of combat per encounter. Magic Wielder: These creatures have the primary purpose of confronting adventurers via magical combat. Creatures with this role have the following dream traits according to their challenge rating. Table B.7: Magic Wielder Dream Traits CR Special 1 Feats of magic, spell templates (2) 4 Magic wielder’s sacrifice, spell templates (4) 8 Dream skills (1), spell templates (6), spontaneous casting 12 Spell templates (8) 16 Dream skills (2), paragon of magic, spell templates (10) 20 spell templates (12) Feats of Magic (Ex): A magic wielder may expend 5 dream points to gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Empower Spell-Like Ability, Improved Counterspell, Iron Will, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the magic wielder’s stat block), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A magic wielder must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A magic wielder can only access one extra feat per encounter. This is a free action. Spell Templates (Ex): A magic wielder selects a number of spell templates as indicted by Table B.7 that it gains access to. The spell templates gained via this ability can only be applied to spell-like abilities spells. Magic Wielder’s Sacrifice (Su): A magic wielder may sacrifice spell-like abilities to gain temporary dream points to power his magic wielder creature dream traits, activate the dream benefits of any feats that appear on the above feats of magic list, or use spell templates. Each spell sacrificed the magic wielder gains a number of temporary dream points equal to ten times the challenge rating of the spell sacrificed (5 dream points for 0-challenge rating spells). These temporary dream points last for the rest of that encounter. This is a free action. Dream Skill (Ex): A magic wielder selects a number of skills as indicted by Table B.7 that appear in their stat block when using the improved class skill dream point ability in conjunction with this skill the combatant gains a +2 dream bonus per dream point expenditure. Spontaneous Casting (Sp): A magic wielder may expend 5 + 5 dream points per spell level to channel stored spell energy into spells of the same school that it normally does not have access to on its spell-like ability list. The magic wielder can “lose” a spell-like ability for one round in order to cast a new spell-like ability of the same school of magic, same type (i.e. cleric, druid,

sorcerer/wizard spell) and same spell level or lower. This expends one of the magic wielder’s uses per day for the chosen spell-like ability. This is a free action. For example, an ogre mage could expend 30 dream points to “lose” his cone of cold spell-like ability and replace it with any 5th-level or lower sorcerer spell from the evocation school. Once this is done the ogre mage is considered to have used his cone of cold spell-like ability slot and cannot use it again that day since it only has one use per day. Of course if the ogre mage expends 15 dream points to “lose” his invisibility spell-like ability, he can replace it with any 2nd-level or lower sorcerer spell from the illusion school. Since the ogre mage can make use of the invisibility spell-like ability at will he can continue to use the spontaneous casting ability as long as he has the dream points to afford it. Paragon of Magic (Su): A magic wielder may expend 80 dream points to gain a +6 dream bonus to Intelligence, Wisdom, or Charisma for one encounter. In addition, the magic wielder gains a spell resistance equal to 10 + half the magic wielder’s challenge rating + the magic wielder’s Intelligence modifier (a magic wielder who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) this also lasts for one encounter. This is a free action. Skill User: These creatures have the primary purpose of confronting adventurers via the use of skills, both inside and outside of combat. Creatures with this role have the following dream traits according to their challenge rating. Table B.8: Skill User Dream Traits CR Special 1 Feats of skill 4 Heroic action 8 Dream skills (4) 12 Improved skill 16 Dream skills (8), paragon of skill 20 Greater skill Feats of Skill (Ex): A skill user may expend 5 dream points to gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical, Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus (for any skill), Stealthy, or Track. A skill user must meet the prerequisites of the feat in order to access it. A skill user can only access one feat of skill per encounter. Heroic Action (Ex): A skill user may expend 20 dream points to gain an extra full-round action at any time during this round as long as that full-round action is used in conjunction with a skill. This is considered to be a use of the heroic surge dream point ability and thus can only be used once per round. This is a free action. Dream Skill (Ex): A skill user selects a number of skills as indicted by Table B.8 that appear in their stat block when using the improved class skill dream point ability in conjunction with this skill the combatant gains a +2 dream bonus per dream point expenditure. Improved Skill: A skill user may expend 15 dream points to access two feats of skill per encounter. Paragon of Skill: A skill user can expend 60 135 dream points to gain a +4 dream bonus to any one ability score and a +2 dream bonus to all skill checks concerning that skill for one encounter. If

the skill user chooses to increase his Constitution he may once during the encounter substitute a Concentration check for any other skill check, essentially focusing its mind upon the action so much that it can take actions that it normally could not. This is a free action. Greater Skill: A skill user may expend 30 dream points to access three feats of skill per encounter. Specialized Attacker: These creatures have the primary purpose of confronting adventurers via special attacks and special qualities. Creatures with this role have the following dream traits according to their challenge rating. Table B.9: Specialized Attacker Dream Traits CR Special 1 Feats of specialty 4 Fantastic quality 8 Dream skills (1), improved fantastic quality 12 Improved specialty 16 Dream skills (2), greater fantastic quality 20 Greater specialty Feats of Specialty: A specialized attacker may expend 5 dream points to gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used to gain access to the Ability Focus, Empower Spell-Like Ability, Flyby Attack, Greater Damage Reduction, Greater Resistance to Energy, Greater Spell Resistance, Great Fortitude, Hover, Improved Fast Healing, Improved Natural Armor, Improved Natural Attack, Improved Regeneration, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the specialized attacker’s stat block), Snatch, or Wingover. A specialized attacker must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A specialized attacker can only access one extra feat per encounter. This is a free action. Fantastic Quality (Ex): A specialized attacker may expend 20 dream points to gain one of the following for the duration of one encounter: a +4 dream bonus to natural armor, a +10 dream bonus to one speed type, damage reduction 1/-, resistance to energy 5 versus energy type of the specialized attacker’s choice, or +2 bonus to attack rolls in regards to a particular extraordinary special attack. This is a free action. Dream Skill (Ex): A specialized attacker selects a number of skills as indicted by Table B.9 that appear in their stat block when using the improved class skill dream point ability in conjunction with this skill the combatant gains a +2 dream bonus per dream point expenditure. Improved Fantastic Quality: A specialized attacker may expend 40 dream points to gain a second fantastic quality. Improved Specialty: A specialized attacker user may expend 15 dream points to access two feats of specialty per encounter. Greater Fantastic Quality: specialized attacker may expend 80 dream points to gain a +6 dream bonus to any one ability score that modifies one of its special attacks and chooses two fantastic qualities it gains access to for one encounter. Greater Specialty: A specialized attacker may expend 30 dream points to access three feats of specialty per encounter.

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Special Considerations Dream Haunting: One of a night hag’s most vicious powers is its ability to target opponents in their sleep. Normally, this supernatural ability requires the target to be dreaming, but if the recipient is inside the Dream Plane he is considered dreaming no matter their dreamer or creature type, though mindless creatures are still immune to this spell. In this manner, even elves and undead can be affected by the dream haunting ability if they are within the Dream Plane. Unlike on the Material Plane, the dream haunting ability brings the night hag directly to the affected creature’s location in the Dream Plane as a dreamer type corresponding to the dreamer type of the recipient. If the night hag defeats the target in the Dream Plane the character suffers 1 point of Constitution damage upon awakening plus any other effects that the target’s dream form allows (such as nonlethal damage for awakened targets or lethal damage for corporeal targets). Lethal Damage and Creatures without Constitution: Creatures without a Constitution score, such as constructs, elementals, and undead use the following rules to determine how lethal damage affects them. In the descriptions below D equals the creature’s challenge rating. Act Normally: As long as a creature still has at least 1-D hit points, he can still act normally. Destroyed: At -D and lower hit points, a creature is dead. For example, a stone golem with a challenge rating of 11 would continue to act normally from 0 to -10 hit points and at -11 be destroyed. Nonlethal Damage and Creatures without Constitution: Creatures without a Constitution score, such as constructs, elementals, and undead, do not suffer nonlethal damage as normal, however they can only enter the Dream Plane as awakened in shadow or living form, corporeal, or native creatures. These dreamer types allow such creatures to be destroyed through lethal damage, whereas other dreamer types would make such creatures near impervious to attack as nonlethal and mind affect spells have no effect upon these creatures. GMs can of course do as they wish in regards to their own campaigns, but should keep in mind this important point. Natural Attacks: All creatures with natural weapons can expend 10 dream points to Take 10 on a single attack roll with one of their natural weapons. This mirrors the effects of proficiency with manufactured weapons and helps to even the playing field for monsters. Regeneration: Creatures with this special quality entering the Dream Plane as awakened with the dream form trait, which converts all lethal damage dealt to the creature to nonlethal damage requires a special rule in order to keep them balanced; as otherwise they would become invulnerable to all attacks, even those that would normally deal lethal damage to them. While within the Dream Plane, dream form creatures with the regeneration ability take temporary lethal damage when suffering damage from sources that ignore their regeneration ability. This temporary lethal damage heals at a rate of 1 point of temporary lethal damage per hour per Hit Die. When the total amount of temporary lethal damage exceeds the character’s hit points, the creature returns to his native plane in an unconscious state suffering from an amount of nonlethal damage equal to the

amount of temporary lethal damage previously suffered. Sleep Immunity: Creatures with this special quality that enter the Dream Plane lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 for more details on the Dream descriptor and how it relates to spells and effects. They also gain the ability to expend 15 dream points to use the luck roll dream point ability when making a saving throw versus dream descriptor spells.

Monster Feats This section lists the dream benefits of feats commonly attributed to monsters or related to monsters.

Ability Focus Dream Benefit: A creature can expend 5 dream points to gain a +1 dream bonus to the Difficulty Class of all saving throws made in regards to their chosen special attack for one round. They can have a dream bonus to their Difficulty Class equal to 1 + half their challenge rating.

Awesome Blow Dream Benefit: The creature can increase the distance traveled by their opponent by 10 feet for every 10 dream points they expend (maximum +10 feet for Large, +20 feet for Huge, +30 feet for Gargantuan, and +40 feet for Colossal creatures). If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage per 10 feet of distance, and the opponent stops in the space adjacent to the obstacle. If no obstacle prevents the completion of the opponent’s move, upon landing they take falling damage as if they had fallen from a height 10 feet less than the distance traveled.

Craft Construct Dream Benefit: A creature with this feat can repair a construct through the expenditure of 2 dream points per point of damage repaired.

Empower Spell-like Ability

Greater Damage Reduction Prerequisite: Damage reduction. Benefit: The creature’s damage reduction increases by 5 points if it can be defeated by multiple elements, 4 points if it is defeated by a single non-adamantine element, 3 points if it is defeated by adamantine or a combination of non-adamantine elements, 2 points if it is defeated by a combination of elements including adamantine, or 1 point if it cannot be defeated by any element. Dream Benefit: The creature can expend 20 dream points to double the normal benefit for this feat for one encounter.

Greater Resistance to Energy Prerequisite: Resistance to energy. Benefit: The creature’s resistance to energy increases by 5 points in regards to one element. Dream Benefit: Creatures can expend 10 dream points to grant a +1 dream bonus to resistance to energy for one encounter. They can have a dream bonus to resistance to energy equal to 1 + half their challenge rating.

Greater Spell Resistance Prerequisite: Spell resistance. Benefit: The creature’s spell resistance increases by 2 points. Dream Benefit: Creatures can expend 10 dream points to grant a +1 dream bonus to spell resistance, for one encounter. They can have a dream bonus to spell resistance equal to 1 + half their challenge rating.

Hover Dream Benefit: The creature can hover as a free action for one round by expending 10 dream points.

Improved Fast Healing Prerequisite: Fast healing. Benefit: The creature’s fast healing rate increases by 1 point per round. Dream Benefit: The creature can expend 20 dream points to double the normal benefit for this feat for one encounter.

Dream Benefit: The creature can use the empowered spelllike ability an additional time per day by expending 5 dream points per spell level.

Improved Natural Armor

Flyby Attack

Dream Benefit: Creatures can gain a +1 dream bonus to their natural armor bonus for every 2 dream points they expend. They can increase their natural armor bonus to Armor Class by up to 1 + half their Base Attack Bonus. This benefit lasts for one round.

Dream Benefit: A creature can expend 5 dream points to ignore attacks of opportunities from a single opponent while using this feat. It may designate multiple opponents that it can ignore for purposes of attacks of opportunity, but must expend 5 dream points for each such opponent. This benefit lasts for one round.

Improved Natural Attack Dream Benefit: The creature can expend 20 dream points to improve its natural weapon

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damage by a second category for one encounter.

Improved Regeneration Prerequisite: Regeneration. Benefit: The creature’s regeneration rate increases by 1 point per round. Dream Benefit: The creature can expend 20 dream points to double the normal benefit for this feat for one encounter.

Multiattack Dream Benefit: The creature can expend 5 dream points to ignore its secondary attack penalties for one round.

Multiweapon Fighting Dream Benefit: The creature can expend 5 dream points to ignore its multiweapon fighting penalties for both your primary hand and off hand attacks. This benefit lasts for one round.

Quicken Spell-like Ability Dream Benefit: The creature can use the quicken spell-like ability an additional time per day by expending 10 dream points per spell level. This does not give extra uses of the spell-like ability per day only extra quickened versions of the spell if you still have uses of the spell-like ability available, such as when this feat is associated with an at will spell-like ability.

Snatch

Wingover

Dream Benefit: The creature can increase the distance they fling their opponent by 10 feet for every 10 dream points they expend (maximum +10 feet for Huge, +20 feet for Gargantuan, and +30 feet for Colossal creatures). A flung creature takes 1d6 points of damage per extra 10 feet traveled.

Dream Benefit: The creature can expend 5 dream points to ignore the normal loss of 10 feet of flying movement that this feat normally consumes.

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Appendix B:

Alternative Dream Abilities

While the Dream Point System creates an exciting and balanced set of mechanics for manipulating abilities in the Realm of Dreams, those running a campaign where such visits are rare might find the system a little too time consuming. This appendix presents alternative methods for incorporating a Dream Plane that is not based upon the Dream Point System that allows characters to perform fantastic feats and surreal dream actions, without the need to keep track of dream points.

Alternative Racial Dream Traits Using this option, characters can only use their racial dream traits a limited number of times per day. While the daily allotment of dream trait uses can supplant the Dream Point System, employing both mechanics together can increase player power and versatility by letting them focus dream point expenditures upon dream actions and feats. Although this allows for even more fantastic Dream Plane campaigns, it also adds a layer of complexity that some might find is too much hassle when compared with the benefits.

Alternative Awakened Racial Dream Traits The following section details the alternative awakened racial

traits of those races detailed in the PHB. These are in addition to the standard racial traits and their bonuses stack where applicable. Awakened Dwarven Traits Improved Racial Skills: Awakened dwarves can use the luck roll ability when using the Appraise, Craft, or Search skills in relation to metal or stone. This is a free action that can be used a number of times per day equal to 3 + the awakened dwarf’s Intelligence modifier (minimum of once per day). Improved Poison Resistance: Awakened dwarves can use the luck roll ability when making a saving throw versus poison. This is a free action that can be used a number of times per day equal to 1 + the awakened dwarf’s Constitution modifier (minimum of once per day). Improved Spell Resistance: Awakened dwarves can use the luck roll ability when making a saving throw versus spells or spell-like effects. This is a free action that can be used a number of times per day equal to 1 + the awakened dwarf’s Wisdom modifier (minimum of once per day). Incredible Feat: Awakened dwarves may gain temporary access to any feat upon the fighter’s bonus feat list for which they meet the prerequisites. Awakened dwarves may only have one incredible feat at a time and access 139 to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the awakened dwarf’s Strength

modifier (minimum of once per day). Awakened Elven Traits Improved Racial Skills: Awakened elves can use the luck roll ability when using the Listen, Spot, or Search skills. This is a free action that can be used a number of times per day equal to 3 + the awakened elf’s Wisdom modifier (minimum of once per day). Dream Resistance: Awakened elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also can use the luck roll ability when making a saving throw versus dream descriptor spells. This is a free action that can be used a number of times per day equal to 1 + the awakened elf’s Wisdom modifier (minimum of once per day). Improved Enchantment Resistance: Awakened elves can use the luck roll ability when making a saving throw versus enchantment. This is a free action that can be used a number of times per day equal to 1 + the awakened elf’s Wisdom modifier (minimum of once per day). Improved Weapon Proficiencies: Awakened elves can Take 10 on a single attack roll with longswords, rapiers, longbows (including composite longbow), and short bow (including composite shortbow). This bonus comes from the dream benefits from the awakened elves’s racial Martial Weapon Proficiency feats. Spell-like Abilities: Awakened elves can cast a 0-level spell from wizard’s spell list. This is a free action that can be used a number of times per day equal to 3 + the awakened elf’s Intelligence modifier (minimum of once per day). Caster level 1st; save DC 10 + awakened elf’s Intelligence modifier. Awakened Gnome Traits Improved Racial Skills: Awakened gnomes can use the luck roll ability when using the Craft (alchemy) or Listen skills. This is a free action that can be used a number of times per day equal to 2 + the awakened gnome’s Intelligence modifier (minimum of once per day). Improved Illusion Resistance: Awakened gnomes can use the luck roll ability when making saving throws versus illusions. This is a free action that can be used a number of times per day equal to 1 + the awakened gnome’s Intelligence modifier (minimum of once per day). Ranged Legerdemain: Awakened gnomes only increase the DC by 10 (instead of 20) when using the ranged legerdemain dream action for the Sleight of Hand skill. Working at a distance the awakened gnome cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. This is a free action that can be used a number of times per day equal to 3 + the awakened gnome’s Dexterity modifier (minimum of once per day). Spell-like Abilities: Awakened gnomes can cast a 0-level spell from the bard’s spell list. This is a free action that can be used a number of times per day equal to 3 + the awakened gnome’s Charisma modifier (minimum of once per day). Caster level 1st; save DC 10 + awakened 140 gnome’s Charisma modifier.

Awakened Half-Elven Traits Improved Racial Skills: Awakened half-elves can use the luck roll ability when using the Diplomacy and Gather Information skills. This is a free action that can be used a number of times per day equal to 2 + the awakened half-elf’s Charisma modifier (minimum of once per day). Dream Resistance: Awakened half-elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also can use the luck roll ability when making a saving throw versus dream descriptor spells. This is a free action that can be used a number of times per day equal to 1 + the awakened halfelf’s Wisdom modifier (minimum of once per day). Improved Enchantment Resistance: Awakened half-elves can use the luck roll ability when making a saving throw versus enchantment. This is a free action that can be used a number of times per day equal to 1 + the awakened half-elf’s Wisdom modifier (minimum of once per day). Incredible Feats: Awakened half-elves may gain temporary access to any feat for which they meet the prerequisites. Awakened half-elves may only have one incredible feat at a time and access to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the awakened half-elf’s Charisma modifier (minimum of once per day). Improved Heroic Surge: Awakened half-elves can use the heroic surge ability a number of times per day equal to 1 + the awakened half-elf’s Charisma modifier (minimum of once per day). Awakened Half-Orc Traits Improved Racial Skills: Awakened half-orcs can use the luck roll ability when using the Climb, Jump, Intimidate, and Swim skills. This is a free action that can be used a number of times per day equal to 4 + the awakened half-orc’s Strength modifier (minimum of once per day). Incredible Feats: Awakened half-orc may gain temporary access to any feat for which they meet the prerequisites. Awakened half-orcs may only have one incredible feat at a time and access to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the awakened half-orc’s Charisma modifier (minimum of once per day). Heroic Attack: Awakened half-orcs can use the heroic surge ability when using it to attack. This is a free action that can be used a number of times per day equal to 3 + the awakened halforc’s Strength modifier (minimum of once per day). Awakened Halfling Traits Improved Racial Skill: Awakened halflings can use the luck roll ability when using the Climb, Jump, and Move Silently skills. This is a free action that can be used a number of times per day equal to 3 + the awakened halfling’s Dexterity modifier (minimum of once per day). Improved Fear Resistance: Awakened half-elves can use the luck roll ability when making a saving throw versus fear. This is a free action that can be used a number of times per day equal to 1 + the awakened half-elf’s Wisdom modifier (minimum of once

per day). Heroic Stride: Awakened halflings can use the heroic surge ability when using it to move. This is a free action that can be used a number of times per day equal to 1 + the awakened halfling’s Dexterity modifier (minimum of once per day). Uncanny Throw: Awakened halflings can make any smallsized light weapons they wield into a thrown weapon with a range increment of 10 feet. A light weapon that already has a range increment increases its range increment by 5 feet. This is a free action that can be used a number of times per day equal to 3 + the awakened halfling’s Dexterity modifier (minimum of once per day). Awakened Human Traits Improved Racial Skills: Awakened Humans choose one skill. Awakened humans can use the luck roll ability when using the chosen skill. This is a free action that can be used a number of times per day equal to 1 + the awakened human’s ability score modifier that corresponds to key ability of the chosen skill (minimum of once per day). Incredible Feats: Awakened humans may gain temporary access to any feat for which they meet the prerequisites. Awakened humans may only have one incredible feat at a time and access to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the awakened human’s Charisma modifier (minimum of once per day). Improved Heroic Surge: Awakened humans can use the heroic surge ability a number of times per day equal to 1 + the awakened human’s Charisma modifier (minimum of once per day).

credits are spent according to the following steps: Step #1 (Skill Bonuses): Look over the skills on the list and determine which ones are most essential to the race and grant the race the luck roll ability a number of times per day equal to the number of the skills plus the most appropriate ability score modifier. Subtract 1 credit for each skill, another 1 credit for each +2 racial bonus to the ability score that is used to determine uses per day, and an additional 1 credit if the player chooses the skill. Step #2 (Saving Throw Bonuses): Look over the saving throws on the list and determine which ones are most essential to the race and grant the race the luck roll ability a number of times per day equal to 1 plus the most appropriate ability score modifier. Subtract 1 credit for each skill, another 1 credit for each +2 racial bonus to the ability score that is used to determine uses per day, and an additional 1 credit if the player chooses the save. Step #3 (Other Racial Traits): If credits are still left over and no other skills or saves seem appropriate for enhancement, then consider the remainder of creature’s racial traits and try to come up with an appropriately balanced concept for an awakened trait, such as the incredible feat trait granted to half-elves, half-orcs, and humans. For each racial trait expanded upon subtract 1 to 4 credits depending upon the usefulness of the ability. Tip: Feats, Prestige Class abilities, and monstrous Special Qualities are all good places to look for inspiration for these additional awakened racial traits.

Alternative Trueborn Racial Dream Traits

Alternative Awakened Racial Dream Trait Guidelines

The following section details the alternative trueborn racial traits of those races detailed in the PHB. These are in addition to the standard racial traits and their bonuses stack where applicable.

The following is a guideline to determine the alternative racial dream traits of creatures not found in the PHB when not using the Dream Point System. Brainstorming Awakened Racial Traits: Perhaps the most difficult thing to do when determining awakened racial traits for creatures not covered in the PHB, is to devise a list of racial concepts that fit the race in question, but are not overpowered when compared to the awakened racial traits presented in this chapter. To help with this process the following guidelines have been provided: Guideline #1: Keep the awakened racial traits simple and uniform with those presented above. Guideline #2: If the race has any racial bonuses to skills, list them. Guideline #3: If the race has any racial bonuses to saving throws (fear, poison, etc.), list them. Guideline #4: If he race has any other racial traits that might be appropriate to expound upon with a unique awakened racial trait, list them. Balancing the Awakened Racial Traits: To help narrow things down, use a credit system whereby 8 to 12 credits (usually 10) are allotted to each race to help balance the race’s awakened racial abilities. Creatures with a level adjustment should increase the credits allotted to them by 2 to 3 credits per +1 level adjustment. These

Trueborn Dwarven Traits Aspect Level: Trueborn dwarves gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn dwarves normally take aspect levels in one of the following aspects: aligned (good, lawful), draconic (metallic [copper, gold]), elemental-born (earth, fire), paragon (Strength, Constitution, Wisdom), planar (archon), terran (any), or totem (badger, dog, horse). Greater Constitution: +2 Constitution. Greater Wisdom: +2 Wisdom. Improved Racial Skills: Trueborn dwarves can use the luck roll ability when using the Appraise, Craft, or Search skills in relation to metal or stone. This is a free action that can be used a number of times per day equal to 3 + the trueborn dwarf’s Intelligence modifier (minimum of once per day). Natural Dream Weaving: Trueborn dwarves can use the luck roll ability when using the Dream Weaving skill in relation to the element of earth. This is a free action that can be used a number of times per day equal to 1 + the trueborn dwarf’s Wisdom modifier (minimum of once per day). Improved Poison Resistance: Trueborn dwarves can use the luck roll ability when making a saving throw versus poison. This is a free action that can be 141 used a number of times per day equal to 1 + the trueborn dwarf’s Constitution modifier (minimum

of once per day). Improved Spell Resistance: Trueborn dwarves can use the luck roll ability when making a saving throw versus spells or spelllike effects. This is a free action that can be used a number of times per day equal to 1 + the trueborn dwarf’s Wisdom modifier (minimum of once per day). Incredible Feat: Trueborn dwarves may gain temporary access to any feat upon the fighter’s bonus feat list for which they meet the prerequisites. Trueborn dwarves may only have one incredible feat at a time and access to this feat only lasts one round. This is a free action that can be used a number of times per day equal to 3 + the trueborn dwarf’s Strength modifier (minimum of once per day). Trueborn Elven Traits Aspect Level: Trueborn elves gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn elves normally take aspect levels in one of the following aspects: aligned (chaotic, good), draconic (gold, silver), elemental-born (air, water), fey-blooded (any), greenheart (any), luminary (radiant), paragon (Dexterity, Intelligence, Charisma), planar (archon), or totem (cat, eagle, raven, wolf). Greater Dexterity: +2 Dexterity. Greater Intelligence: +2 Intelligence. Improved Racial Skills: Trueborn elves can use the luck roll ability when using the Listen, Spot, or Search skills. This is a free action that can be used a number of times per day equal to 3 + the trueborn elf’s Wisdom modifier (minimum of once per day). Natural Dream Weaving: Trueborn elves can use the luck roll ability when using the Dream Weaving skill in relation to the element of air. This is a free action that can be used a number of times per day equal to 1 + the trueborn elf’s Intelligence modifier (minimum of once per day). Dream Resistance: Trueborn elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also can use the luck roll ability when making a saving throw versus dream descriptor spells. This is a free action that can be used a number of times per day equal to 1 + the trueborn elf’s Wisdom modifier (minimum of once per day). Improved Enchantment Resistance: Trueborn elves can use the luck roll ability when making a saving throw versus enchantment. This is a free action that can be used a number of times per day equal to 1 + the trueborn elf’s Wisdom modifier (minimum of once per day). Improved Weapon Proficiencies: Trueborn elves can Take 10 on a single attack roll with longswords, rapiers, longbows (including composite longbow), and short bow (including composite shortbow). This bonus comes from the dream benefits from the trueborn elves’ racial Martial Weapon Proficiency feats. Spell-like Abilities: Trueborn elves can cast a 0-level spell from wizard’s spell list. This is a free action that can be used a number of times per day equal to 3 + the trueborn elf’s Intelligence modifier (minimum 142 of once per day). Caster level 1st; save DC 10 + trueborn elf’s Intelligence modifier.

Trueborn Gnome Traits Aspect Level: Trueborn gnomes gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn gnomes normally take aspect levels in one of the following aspects: aligned (chaotic, good, lawful), draconic (brass, bronze, copper), elemental-born (earth, fire), luminary (radiant, shadowy), paragon (Constitution, Intelligence, Wisdom), planar (archon, janni), terran (amethyst, diamond, emerald, ruby, sapphire, or topaz) or totem (bat, badger, cat, owl). Greater Constitution: +2 Constitution. Greater Charisma: +2 Charisma. Improved Racial Skills: Trueborn gnomes can use the luck roll ability when using the Craft (alchemy) or Listen skills. This is a free action that can be used a number of times per day equal to 2 + the trueborn gnome’s Intelligence modifier (minimum of once per day). Natural Dream Weaving: Trueborn gnomes can use the luck roll ability when using the Dream Weaving skill in relation to the element of earth. This is a free action that can be used a number of times per day equal to 1 + the trueborn gnome’s Charisma modifier (minimum of once per day). Natural Handle Progeny: Trueborn gnomes can use the luck roll ability when using the Handle Progeny skill. This is a free action that can be used a number of times per day equal to 1 + the trueborn gnome’s Charisma modifier (minimum of once per day). Improved Illusion Resistance: Trueborn gnomes can use the luck roll ability when making saving throws versus illusions. This is a free action that can be used a number of times per day equal to 1 + the trueborn gnome’s Intelligence modifier (minimum of once per day). Ranged Legerdemain: Trueborn gnomes only increase the DC by 10 (instead of 20) when using the ranged legerdemain dream action for the Sleight of Hand skill. Working at a distance the trueborn gnome cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. This is a free action that can be used a number of times per day equal to 3 + the trueborn gnome’s Dexterity modifier (minimum of once per day). Spell-like Abilities: Trueborn gnomes can cast a 0-level spell from the bard’s spell list. This is a free action that can be used a number of times per day equal to 3 + the trueborn gnome’s Charisma modifier (minimum of once per day). Caster level 1st; save DC 10 + trueborn gnome’s Charisma modifier. Trueborn Half-Elven Traits Aspect Level: Trueborn half-elves gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn half-elves normally take aspect levels in one of the following aspects: aligned (chaotic, good), draconic (metallic), elemental-born (air, water), fey-blooded (any), greenheart (any), paragon (any), planar (archon), or totem (cat, eagle, raven, wolf). Greater Dexterity: +2 Dexterity. Greater Charisma: +2 Charisma. Improved Racial Skills: Trueborn half-elves can use the luck roll ability when using the Diplomacy and Gather Information skills. This is a free action that can be used a number of times per day equal to 2 + the trueborn half-elf’s Charisma modifier (minimum of once per day). Natural Dream Weaving: Trueborn half-elves can use the luck

roll ability when using the Dream Weaving skill in relation to the element of air. This is a free action that can be used a number of times per day equal to 1 + the trueborn half-elf’s Charisma modifier (minimum of once per day). Dream Resistance: Trueborn half-elves lose their immunity to sleep, but gain a +4 dream bonus to Will saves versus spells, spell-like, supernatural spells and effects with the Dream descriptor. See Chapter 4 and Appendix B for more details on the Dream descriptor and how it relates to spells and effects. They also can use the luck roll ability when making a saving throw versus dream descriptor spells. This is a free action that can be used a number of times per day equal to 1 + the trueborn halfelf’s Wisdom modifier (minimum of once per day). Improved Enchantment Resistance: Trueborn half-elves can use the luck roll ability when making a saving throw versus enchantment. This is a free action that can be used a number of times per day equal to 1 + the trueborn half-elf’s Wisdom modifier (minimum of once per day). Incredible Feats: Trueborn half-elves may gain temporary access to any feat for which they meet the prerequisites. Trueborn half-elves may only have one incredible feat at a time and access to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the trueborn halfelf’s Charisma modifier (minimum of once per day). Improved Heroic Surge: Trueborn half-elves can use the heroic surge ability a number of times per day equal to 1 + the trueborn half-elf’s Charisma modifier (minimum of once per day). Trueborn Half-Orc Traits Aspect Level: Trueborn half-orcs gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn half-orcs normally take aspect levels in one of the following aspects: aberrant (any), aligned (chaotic), draconic (any), elemental-born (earth, fire), luminary (shadowy, darkened), paragon (Strength, Constitution, Wisdom), terran (adamantine, bronze, iron) or totem (bat, lizard, rat, viper). Greater Strength: +2 Strength. Greater Wisdom: +2 Wisdom. Improved Racial Skills: Trueborn half-orcs can use the luck roll ability when using the Climb, Jump, Intimidate, and Swim skills. This is a free action that can be used a number of times per day equal to 4 + the trueborn half-orc’s Strength modifier (minimum of once per day). Incredible Feats: Trueborn half-orc may gain temporary access to any feat for which they meet the prerequisites. Trueborn half-orcs may only have one incredible feat at a time and access to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the trueborn halforc’s Charisma modifier (minimum of once per day). Heroic Attack: Trueborn half-orcs can use the heroic surge ability when using it to attack. This is a free action that can be used a number of times per day equal to 3 + the trueborn halforc’s Strength modifier (minimum of once per day). Trueborn Halfling Traits Aspect Level: Trueborn halflings gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn halflings normally take aspect levels in one of the following aspects: aligned (any),

draconic (metallic [brass, copper]), elemental-born (air, water), fey-blooded (any), green-heart (any), luminary (any), paragon (Dexterity, Wisdom, Charisma). Greater Dexterity: +2 Dexterity. Greater Wisdom: +2 Wisdom. Improved Racial Skill: Trueborn halflings can use the luck roll ability when using the Climb, Jump, and Move Silently skills. This is a free action that can be used a number of times per day equal to 3 + the trueborn halfling’s Dexterity modifier (minimum of once per day). Natural Dream Weaving: Trueborn halflings can use the luck roll ability when using the Dream Weaving skill in relation to the element of water. This is a free action that can be used a number of times per day equal to 1 + the trueborn half-elf’s Charisma modifier (minimum of once per day). Improved Fear Resistance: Trueborn half-elves can use the luck roll ability when making a saving throw versus fear. This is a free action that can be used a number of times per day equal to 1 + the trueborn half-elf’s Wisdom modifier (minimum of once per day). Heroic Stride: Trueborn halflings can use the heroic surge ability when using it to move. This is a free action that can be used a number of times per day equal to 1 + the trueborn halfling’s Dexterity modifier (minimum of once per day). Uncanny Throw: Trueborn halflings can make any small-sized light weapons they wield into a thrown weapon with a range increment of 10 feet. A light weapon that already has a range increment increases its range increment by 5 feet. This is a free action that can be used a number of times per day equal to 3 + the trueborn halfling’s Dexterity modifier (minimum of once per day). Trueborn Human Traits Aspect Level: Trueborn humans gain an aspect level from those listed later in this chapter. They must meet the requirements for any aspect they take. Trueborn humans have no list of normal aspects as they are too varied in nature. Greater Physical Ability: +2 to Strength, Dexterity, or Constitution. Greater Mental Ability: +2 to Intelligence, Wisdom, or Charisma. Improved Racial Skills: Trueborn Humans choose two skills. Trueborn humans can use the luck roll ability when using the chosen skills. This is a free action that can be used a number of times per day equal to 2 + the trueborn human’s ability score modifier that corresponds to key ability of the chosen skill (minimum of once per day). Incredible Feats: Trueborn humans may gain temporary access to any feat for which they meet the prerequisites. Trueborn humans may only have one incredible feat at a time and access to this feat only lasts for one round. This is a free action that can be used a number of times per day equal to 3 + the trueborn human’s Charisma modifier (minimum of once per day). Improved Heroic Surge: Trueborn humans can use the heroic surge ability a number of times per day equal to 1 + the trueborn human’s Charisma modifier (minimum of once per day).

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Alternative Trueborn Racial Dream Trait Guidelines The following is a guideline to determine the alternative trueborn racial dream traits of creatures not found in the PHB when not using the Dream Point System. Brainstorming Trueborn Racial Traits: Perhaps the most difficult thing to do when determining trueborn racial traits for creatures not covered in the PHB is to devise a list of racial concepts that fit the race in question, but are not over powered when compared to the trueborn racial traits presented in this chapter. To help with this process use the alternative awakened racial trait guidelines. Balancing the Trueborn Racial Traits: To help narrow things down, use a credit system whereby 18 to 24 credits (usually 20) are allotted to each race to help balance the race’s trueborn racial abilities. Creatures with a level adjustment should increase the credits allotted to them by 4 to 6 credits per +1 level adjustment. These credits are spent according to the steps laid out in the alternative awakened trait guidelines, but with the following changes: Step #1 (Ability Scores): Look over the ability scores on the list and determine one physical and one mental ability score that are most essential to the race. Grant a +2 dream bonus to each chosen ability score. For each +2 dream bonus to an ability score subtract 3 credits. If the race chooses subtract an additional 2 credits. Step #5 (Other Racial Traits): If credits are still left over and no other ability scores, skills, or saves seem appropriate for enhancement, then consider the remainder of creature’s racial traits and try to come up with an appropriately balanced concept for an awakened trait, such as the incredible feat trait granted to half-elves, half-orcs, and humans. For each racial trait expanded upon subtract 2 to 10 credits depending upon the usefulness of the ability.

Alternative Surreal Class Features This section presents an alternative rules set for surreal class features. Using this option, characters can only use their surreal class features a limited number of times per day. While the daily allotment of surreal class features uses can supplant the Dream Point System, employing both mechanics increases player versatility by letting them expend dream points on dream actions and feats. Although this allows for even more fantastic Dream Plane campaigns, it adds a layer of complexity that some might find is too much hassle when compared with the benefits.

Barbarian Feats of Fury (Ex): At 1st level, a barbarian may gain temporary access to one of the following feats while raging: Athletic, Dodge (Mobility, Spring Attack), Endurance (Diehard), Great Fortitude, Improved Critical, Power Attack (Cleave, Great Cleave, Improved Bull 144 Rush, Improved Overrun, Improved Sunder), Skill Focus (climb, jump, or swim), Toughness, or Weapon Focus (Greater Weapon Focus). A

barbarian must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the barbarian’s rage. A barbarian may only have one extra feat accessed during each rage. This is a free action that can be used a number of times per day equal to 3 + the barbarian’s Constitution modifier (minimum of once per day). At 12th level, a barbarian may gain access two feats of fury while enraged. At 20th level, a barbarian may gain access three feats of fury while enraged. Incredible Rage (Ex): At 4th level, a barbarian may at the time of raging to gain a +2 dream bonus to Strength and Constitution and +1 dream bonus to Will saves that stacks with the bonuses gained from raging. This is a free action. Dream Skill (Ex): At 8th level, a barbarian selects two barbarian class skills and gains a +5 dream bonus to checks with those skills. At 16th level, a barbarian chooses two more barbarian class skills for dream skill augmentation. Fantastic Damage Reduction (Ex): At 8th level, a barbarian may gain a +2 dream bonus to their damage reduction for one encounter. This is a free action that can be used a number of times per day equal to 3 + the barbarian’s Constitution modifier (minimum of once per day). At 16th level, a barbarian may gain a +5 dream bonus to their damage reduction for one encounter. This is a free action that can be used a number of times per day equal to 1 + the barbarian’s Constitution modifier (minimum of once per day). Deathless Rage (Su): At 12th level, a barbarian may, while enraged, continue to fight even after he has gone below his death threshold, which is equal to 0 – the barbarian’s effective character level – his current Constitution score. He may only use this ability if he has the Die Hard feat as one of his character feats or has taken it as a feat of fury. If the barbarian is healed while within a deathless rage to a point at which he is no longer below his death threshold he retains the deathless rage until his rage runs out and so if he dips below his death threshold again he will continue to act. If at the end of the deathless rage the barbarian is still below his death threshold he dies, but if he is above his death threshold he suffers the normal effects of whatever lethal effects range he falls into (dying, disabled, act normally). The barbarian also is considered exhausted rather than fatigued after his deathless rage. This is a free action. At 17th level, when a barbarian gains the tireless rage ability a barbarian who comes out of a deathless rage is only fatigued. Shared Rage (Su): At 20th level, a barbarian, once per day, may surround himself with an aura of fury when he enters a rage. Allies within 30 feet of the barbarian gain +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffer a –2 penalty to AC. While raging, allies cannot use any Charisma, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. The rage lasts until the barbarian’s rage ends, although allies may prematurely end their rage. At the end of the rage, the barbarian’s allies lose the rage modifiers and restrictions, but do not become

fatigued. This is a free action.

Bards Feats of Reverie (Ex): At 1st level, a bard may gain temporary access to one of the following feats while using one of his bardic music abilities: Acrobatic, Agile, Deft Hands, Diligent, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, or Skill Focus (any class skill). A bard must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the bard’s song. A bard can only have one extra feat accessed during each use of the bardic music ability. This is a free action that can be used a number of times per day equal to 3 + the bard’s Charisma modifier (minimum of once per day). Spell Templates (Ex): At 1st level, a bard gains access to one of the spell templates found in Chapter 4. Every four levels thereafter, the bard gains access to another spell template. At 8th level and every fourth bard level thereafter (12th, 16th, and 20th), a bard may learn a new spell template in place of one he already knows. In effect, the bard “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to bard spells. Prolonged Inspiration (Su): At 4th level, a bard may prolong the effects of his inspire music abilities after he stops singing by an extra 5 rounds. This is a free action that can be used a number of times per day equal to 3 + the bard’s Charisma modifier (minimum of once per day). Dream Skill (Ex): At 8th level, a bard selects three bard class skills and gains a +5 dream bonus to checks with those skills. At 16th level, a bard chooses three more bard class skills for dream skill augmentation. Spell Song (Su): At 12th level, a bard may cast a spell while using a bardic music ability. Spells that take longer than a standard action to cast may not be affected by this ability. This is a free action that can be used a number of times per day equal to 3 + the bard’s Charisma modifier (minimum of once per day). This is a standard action, which includes continuing concentration upon the bard’s bardic music ability. Harmonized Voice (Su): At 20th level, a bard may activate two of his bardic music abilities at once. This is a standard action that can be used a number of times per day equal to 3 + the bard’s Charisma modifier (minimum of once per day).

Cleric Feats of Devotion (Ex): At 1st level, a cleric may gain temporary access to one of the following feats for one encounter: Augment Summoning, Blind-Fight, Extra Turning, Great Fortitude, Improved Counterspell, Improved Turning, Iron Will, Skill Focus (any class skill), or Toughness. A cleric must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A cleric can only have one extra feat accessed during each encounter. This is a free action that can be used a number of times per day equal to 3 + the cleric’s Wisdom modifier (minimum of once per day). Spell Templates (Ex): At 1st level, a cleric gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the cleric gains access to two spell templates. At 8th

level and every fourth cleric level thereafter (12th, 16th, and 20th), a cleric may learn a new spell template in place of one he already knows. In effect, the cleric “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to cleric spells. Intensify Turning or Rebuking Undead (Su): At 4th level, a cleric may gain a +3 dream bonus to his turning check and an extra 1d6 dream bonus to his turning damage roll versus undead. This is a free action that can be used a number of times per day equal to 3 + the cleric’s Wisdom modifier (minimum of once per day). Dream Skill (Ex): At 8th level, a cleric selects one cleric class skill and gains a +5 dream bonus to checks with that skill. At 16th level, a cleric chooses one more cleric class skill for dream skill augmentation. Domain Substitution (Su): At 12th level, a cleric may switch a prepared domain spell with another domain spell of the same or lower level. A cleric can channel stored spell energy into a domain spell that he has not prepared ahead of time. He can “lose” a prepared domain spell slot to cast a domain spell from the other domain of the same level or lower. Note that this ability only affects the domain spell slot and cannot be used in regards to a cleric’s normal spell slots. This is a free action that can be used a number of times per day equal to 3 + the cleric’s Wisdom modifier (minimum of once per day). This is part of the action of casting a spell. At 20th level, a cleric may spontaneously cast a domain spell using his normal prepared spells. A cleric can channel stored spell energy into a domain spell that he has not prepared ahead of time. He can “lose” a prepared spell slot (even a non-domain spell slot) to cast a domain spell of the same level or lower. Note that this ability only affects the domain spell slot and cannot be used in regards to a cleric’s normal spell slots. This is a free action that can be used a number of times per day equal to 3 + the cleric’s Wisdom modifier (minimum of once per day). This is part of the action of casting a spell.

Druid Feats of Nature (Ex): At 1st level, a cleric may gain temporary access to one of the following feats for one encounter: Alertness, Animal Affinity, Augment Summoning, Great Fortitude, Iron Will, Natural Spell, Self-Sufficient, Skill Focus (any class skill), Toughness, or Track. A cleric must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A druid can only have one extra feat accessed during each encounter. This is a free action that can be used a number of times per day equal to 3 + the druid’s Wisdom modifier (minimum of once per day). Spell Templates (Ex): At 1st level, a druid gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the druid gains access to two spell templates. At 8th level and every fourth druid level thereafter (12th, 16th, and 20th), a druid may learn a new spell template in place of one he already knows. In effect, the druid “loses” the old spell template in exchange for a new one. 145 The spell templates gained via this ability can only be applied to druid spells. Augment Companion (Su): At 4th level,

a druid may grant their animal companion a +2 dream bonus to Strength and Constitution and a +2 dream bonus to natural armor or a +2 dream bonus to Dexterity and Wisdom and a +10 dream bonus to its base speed for one encounter. This is a free action that can be used a number of times per day equal to 3 + the druid’s Wisdom modifier (minimum of once per day). Dream Skill (Ex): At 8th level, a druid selects two druid class skills and gains a +5 dream bonus to checks with those skills. At 16th level, a druid chooses two more druid class skills for dream skill augmentation. Fantastic Wild Shape (Su): At 12th level, a druid may use his normal wild shape ability to not only turn into another creature, but also gain a +4 dream bonus to Strength and Constitution and a +4 dream bonus to natural armor or a +4 dream bonus to Dexterity and Wisdom and a +20 dream bonus to his base speed for one encounter. This is a free action that can be used a number of times per day equal to 3 + the druid’s Wisdom modifier (minimum of once per day). This uses one of the wild shape uses per day and is a standard action. The druid returns to his normal form at the end of the encounter. At 20th level, a druid may, once per day, use his normal wild shape ability to not only turn into another creature, but also gain a +4 dream bonus to Strength, Dexterity, Constitution, and Wisdom, a +4 dream bonus to natural armor, and a +20 dream bonus to his base speed for one encounter. This uses one of the wild shape uses per day and is a standard action. The druid returns to his normal form at the end of the encounter.

Animal Companions Animal companions have a wide range of abilities that they gain while within the Dream Plane. Use the base statistics for the animal companion of the druid or ranger’s level, but make the following changes. Racial Dream Traits: Animal companions would gain racial dream traits depending upon the druid’s dreamer trait. Slumbering druids have slumbering animal companions, which normally do not gain any racial dream traits, while awakened druids have awakened animal companions with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal druids have corporeal animal companions, which normally do not gain any racial dream traits. Finally, trueborn druids have either awakened or progeny animal companions depending upon which is present within a Dream Plane. If the trueborn druid has a progeny animal companion they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details). An animal companion has its own pool of dream points based upon it Hit Dice and the druid’s dreamer type. Ranger animal companions use the ranger’s dreamer type. Share Feats (Ex): At the druid’s option, he may have any feat he gains through the feats of nature surreal class feature also affect his animal companion. The druid’s companion must be within 5 feet of him at the time of the druid taking the feat of nature to receive the benefit. The feat stops affecting the animal companion if it moves farther than 5 feet away and will not affect the animal again, even if 146 it returns to the druid before the encounter expires. Ranger animal companions also gain this

ability, but in regards to the ranger’s feats of survival surreal class feature. Extend Shared Range (Su): An animal companion may extend the range for the share spells and share feats animal companion abilities by 5 feet. This is a free action that can be used a number of times per day equal to 3 + the companion’s Wisdom modifier (minimum of once per day). When a druid reaches 16th level, his animal companion can extend the range for the share spells and share feats animal companion abilities by 15 feet. This is a free action that can be used a number of times per day equal to 1 + the companion’s Wisdom modifier (minimum of once per day). Fantastic Devotion: When a druid reaches 8th level, his animal companion may use the luck roll ability when making a saving throw versus enchantment. This is a free action that can be used a number of times per day equal to 1 + the companion’s Wisdom modifier (minimum of once per day). Surreal Evasion: When a druid reaches 16th level, his animal companion may use the luck roll ability when making a Reflex saving throw. This is a free action that can be used a number of times per day equal to 1 + the companion’s Wisdom modifier (minimum of once per day).

Fighter Feats of Battle (Ex): At 1st level, a fighter may gain temporary access to one of the fighter bonus feats he does not currently have. This ability can also be used to gain access to the Endurance, Die Hard, Great Fortitude, Skill Focus (for any class skill), or Toughness feats. A fighter must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A fighter can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 3 + the fighter’s Strength modifier (minimum of once per day). At 12th level, a fighter may gain access two feats of battle per encounter. At 20th level, a fighter may gain access three feats of battle per encounter. Heroic Attack (Ex): At 4th level, a fighter may use the heroic surge ability when using it to attack. This is a free action that can be used a number of times per day equal to 3 + the fighter’s Strength modifier (minimum of once per day). Dream Skill (Ex): At 8th level, a fighter selects one fighter class skill and gains a +5 dream bonus to checks with that skill. At 16th level, a fighter chooses one more fighter class skill for dream skill augmentation. Weapon Mastery (Ex): At 8th level, a fighter may re-roll one melee or ranged damage roll each round for one encounter. The fighter takes the better of the two results. This is a free action that can be used a number of times per day equal to 3 + the fighter’s Strength modifier (minimum of once per day). Paragon of Martial Prowess (Ex): At 16th level, a fighter may gain a +4 dream bonus to Strength, Dexterity, and Constitution, and a +4 dream bonus to natural armor for one encounter. This is a free action that can be used a number of times per day equal to 1 + the fighter’s Strength modifier (minimum of once per day).

Monk Feats of Focus (Ex): At 1st level, a monk may gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Blind-fight, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Deflect Arrows, Dodge (Mobility, Spring Attack), Endurance (Die Hard), Exotic Weapon Proficiency, Great Fortitude, Improved Critical, Improved Grapple, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Quick Draw, Run, Snatch Arrows, Stealthy, Stunning Fist, Toughness, Weapon Focus (Greater Weapon Focus). In order to access a feat of centering, a monk must first meet its prerequisites. A monk can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 3 + the monk’s Wisdom modifier (minimum of once per day). At 12th level, a monk may gain access two feats of focus per encounter. At 20th level, a monk may gain access three feats of focus per encounter. Heroic Speed (Ex): At 4th level, a monk may use the heroic surge ability when using it to move. This is a free action that can be used a number of times per day equal to 3 + the monk’s Dexterity modifier (minimum of once per day). Dream Skill (Ex): At 8th level, a monk selects two monk class skills and gains a +5 dream bonus to checks with that skill. At 16th level, a monk chooses two more monk class skills for dream skill augmentation. Fantastic Ki Strike (Ex): At 8th level, a monk may treat his unarmed attacks count as cold iron or silver weapons for purposes of dealing damage to creatures with damage reduction for one encounter. In addition, a monk may treat his unarmed attacks as good weapons if he is a good monk or evil weapons if he is an evil monk. A neutral monk must choose whether he can make his unarmed attacks into good or evil weapons with this ability. Once a monk makes this choice it cannot be reversed. This is a free action that can be used a number of times per day equal to 3 + the monk’s Wisdom modifier (minimum of once per day). Paragon of Unparalleled Focus (Su): At 16th level, a monk may gain a +4 dream bonus to Strength, Dexterity, and Wisdom, and +4 dream bonus to attack rolls for one encounter. This is a free action that can be used a number of times per day equal to 1 + the fighter’s Strength modifier (minimum of once per day).

Paladin Feats of Zeal (Ex): At 1st level, a paladin may gain temporary access to one of the following feats for one encounter: Animal Affinity, Blind-Fight, Endurance (Diehard), Extra Turning, Great Fortitude, Improved Critical, Improved Shield Bash, Improved Turning, Iron Will, Lightning Reflexes, Mounted Combat (Mounted Archery, Ride-By Attack, Spirited Charge, Trample), Negotiator, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Skill Focus (any class skill), Toughness, Weapon Focus (Greater Weapon Focus). A paladin must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A paladin can only have one extra feat accessed during each

encounter. This is a free action that can be used a number of times per day equal to 3 + the paladin’s Charisma modifier (minimum of once per day). Blessed Touch (Su): At 4th level, a paladin may treat any weapon he uses as if it has been blessed (as per the bless weapon spell) for one encounter. This is a free action that can be used a number of times per day equal to 3 + the paladin’s Charisma modifier (minimum of once per day). Spell Templates (Ex): At 4th level, a paladin gains access to one of the spell templates found in Chapter 4. Every four levels thereafter the paladin gains access to one spell template. At 12th level and every fourth paladin level thereafter (16th and 20th), a paladin may learn a new spell template in place of one he already knows. In effect, the paladin “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to paladin spells. Dream Skill (Ex): At 8th level, a paladin selects one paladin class skill and gains a +5 dream bonus to checks with that skill. At 16th level, a paladin chooses one more paladin class skill for dream skill augmentation. Remove Nightmarish Effect (Sp): At 12th level, a paladin may when using his remove disease spell-like ability to mimic any of the following spells: remove blindness/deafness, remove curse, remove disease, remove fear, or remove paralysis. This is a free action that can be used a number of times per day equal to 3 + the paladin’s Charisma modifier (minimum of once per day). This is a standard action that uses one of the paladin’s weekly uses of the remove disease spell-like ability. Shared Blessing (Su): At 20th level, a paladin, once per day, may surround himself with an aura of blessing for one encounter. Allies within 30 feet of the paladin gain a dream bonus to saving throws equal to the paladin’s Charisma modifier and become immune to fear and disease.

The Paladin’s Mount The paladin’s mount has a wide range of abilities that it gains while within the Dream Plane. Use the base statistics for the mount of the paladin’s level, but make the following changes. Racial Dream Traits: Paladin mounts would gain racial dream traits depending upon the paladin’s dreamer trait. Slumbering paladins have slumbering mounts, which normally do not gain any racial dream traits, while awakened paladins have awakened mounts with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal paladins have corporeal mounts, which normally do not gain any racial dream traits. Finally, trueborn paladins have either awakened or progeny mounts depending upon which is present within a Dream Plane. If the trueborn paladin has a progeny mount they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details). A paladin’s mount has its own pool of dream points based upon it Hit Dice and the paladin’s dreamer type. Share Feats (Ex): At the paladin’s option, he may have any feat he gains through the feats of 147 zeal surreal class feature also affect his mount. The paladin’s mount must be within 5 feet of him at the time of the paladin taking the feat of

zeal to receive the benefit. The feat stops affecting the paladin’s mount if it moves farther than 5 feet away and will not affect the mount again, even if it returns to the paladin before the encounter expires. Extend Shared Range (Su): A paladin’s mount may extend the range for the share spells and share feats paladin’s mount abilities by 5 feet. This is a free action that can be used a number of times per day equal to 3 + the mount’s Wisdom modifier (minimum of once per day). When a paladin reaches 16th level, his mount may extend the range for the share spells and share feats animal companion abilities by 15 feet. This is a free action that can be used a number of times per day equal to 1 + the mount’s Wisdom modifier (minimum of once per day). Blessed Mount: When a paladin reaches 8th level, his mount may treat its natural weapons as if they have been blessed (as per the bless weapon spell) for one encounter. This is a free action that can be used a number of times per day equal to 1 + the mount’s Wisdom modifier (minimum of once per day). Surreal Evasion: When a paladin reaches 8th level, his mount may use the luck roll ability when making a Reflex saving throw. This is a free action that can be used a number of times per day equal to 1 + the mount’s Wisdom modifier (minimum of once per day). Uncanny Spell Resistance: When a paladin reaches 16th level, his mount may gain a +2 dream bonus to spell resistance for one encounter. This is a free action that can be used a number of times per day equal to 1 + the mount’s Wisdom modifier (minimum of once per day).

Ranger Feats of Survival (Ex): At 1st level, a ranger may gain temporary access to one of the following feats for one encounter: Alertness, Animal Affinity, Athletic, Blind-Fight, Endurance (Diehard), Great Fortitude, Lightning Reflexes, Negotiator, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot), Run, Self-Sufficient, Skill Focus (any class skill), Stealthy, or Two Weapon Fighting (TwoWeapon Defense, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting). A ranger must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A ranger can only have one extra feat accessed during each encounter. This is a free action that can be used a number of times per day equal to 3 + the ranger’s Wisdom modifier (minimum of once per day). Terrain Mastery (Ex): At 4th level, a ranger may gain a +2 dream bonus to Hide, Move Silently, Spot, and Survival skill checks when using these skills while within a particular type of terrain (aquatic, desert, forest, hills, marsh, mountains, plains, or underground). The effects of this ability last for one hour. This is a free action that can be used a number of times per day equal to 3 + the ranger’s Wisdom modifier (minimum of once per day). At 12th level, a ranger may gain a +10 feet dream bonus to movement and a +2 dream bonus to attack and damage rolls made within the chosen terrain type (desert, forest, hills, marsh, mountains, plains, or 148 underground). The effects of this ability last for one encounter. This is a free action that can be used a number of times per day equal to 1 + the

ranger’s Wisdom modifier (minimum of once per day). Spell Templates (Ex): At 4th level, a ranger gains access to one of the spell templates found in Chapter 4. Every four levels thereafter the ranger gains access to one spell template. At 12th level and every fourth ranger level thereafter (16th and 20th), a ranger may learn a new spell template in place of one he already knows. In effect, the ranger “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to paladin spells. Dream Skill (Ex): At 8th level, a ranger selects three ranger class skills and gains a +5 dream bonus to checks with those skills. At 16th level, a ranger chooses three more ranger class skills for dream skill augmentation. Shared Hatred (Su): At 20th level, a ranger, once per day, may surround himself with an aura of anger for one encounter. Allies within 30 feet of the ranger gain a dream bonus to attack and damage rolls versus the ranger’s favorite enemies equal to what the ranger gains from his favored enemy ability. This is a free action.

Rogue Feats of Daring-Do (Ex): At 1st level, a rogue may gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative, Investigator, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Skill Focus (any class skill), Stealthy, Weapon Finesse. A rogue must meet the prerequisites of the feat in order to access it. A rogue can only access one feat of daring-do per encounter. This is a free action that can be used a number of times per day equal to 3 + the rogue’s Dexterity modifier (minimum of once per day). At 12th level, a rogue may gain access two feats of daring-do per encounter. At 20th level, a rogue may gain access three feats of daring-do per encounter. Impromptu Sneak Attack (Ex): At 4th level, a rogue may declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30-feet distant if the impromptu sneak attack is a ranged attack). The target of the impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. This is a free action that can be used a number of times per day equal to 3 + the rogue’s Dexterity modifier (minimum of once per day). Dream Skill (Ex): At 8th level, a rogue selects four rogue class skills and gains a +5 dream bonus to checks with those skills. At 16th level, a rogue chooses four more rogue class skills for dream skill augmentation. Surreal Special Abilities (Ex): At 12th level, a rogue may gain an extra special ability for one encounter. This is a free action that can be used a number of times per day equal to 3 + the rogue’s Dexterity modifier (minimum of once per day). At 16th level, a rogue may gain access two special abilities per encounter. At 20th level, a rogue may gain access three special abilities

per encounter.

Sorcerer Feats of Sorcery (Ex): At 1st level, a sorcerer may gain temporary access to one of the Metamagic feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Improved Counterspell, Iron Will, Skill Focus (for any class skill), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A sorcerer must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A sorcerer can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 3 + the sorcerer’s Charisma modifier (minimum of once per day). At 12th level, a sorcerer may gain access two feats of sorcery per encounter. At 20th level, a sorcerer may gain access three feats of sorcery per encounter. Spell Templates (Ex): At 1st level, a sorcerer gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the sorcerer gains access to two spell templates. At 8th level and every fourth sorcerer level thereafter (12th, 16th, and 20th), a sorcerer may learn a new spell template in place of one he already knows. In effect, the sorcerer “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to sorcerer spells. Dream Skill (Ex): At 8th level, a sorcerer selects one sorcerer class skill and gains a +5 dream bonus to checks with that skill. At 16th level, a sorcerer chooses one more sorcerer class skill for dream skill augmentation. Spontaneous Insight (Su): At 8th level, a sorcerer can cast a spell on the sorcerer spell list that they do not know. This can be used on a number of spell slots equal to 3 + the sorcerer’s Charisma modifier (minimum of once per day). This is part of the action of casting a spell. Paragon of Magical Persona (Su): At 16th level, a sorcerer may gain a +6 dream bonus to Charisma and a spell resistance equal to 10 + half the sorcerer’s level + the sorcerer’s Charisma modifier (a sorcerer who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) for one encounter. This is a free action that can be used a number of times per day equal to 1 + the sorcerer’s Charisma modifier (minimum of once per day).

Familiars Familiars have a wide range of abilities that they gain while within the Dream Plane. Use the base statistics for the familiar of the sorcerer or wizard’s level, but make the following changes. Racial Dream Traits: Spellcaster familiars would gain racial dream traits depending upon the spellcaster’s dreamer trait. Slumbering spellcasters have slumbering familiars, which normally do not gain any racial dream traits, while awakened spellcasters have awakened familiars with awakened racial traits (see Awakened Racial Trait Guidelines in this chapter for more details). Corporeal spellcasters have corporeal familiars, which normally do not gain any racial dream traits. Finally, trueborn

spellcasters have either awakened or progeny familiars depending upon which is present within a Dream Plane. If the trueborn spellcaster has a progeny familiar they gain the progeny racial dream traits (see Progeny Template in this chapter and Appendix B for more details). A spellcaster’s familiar has its own pool of dream points based upon it Hit Dice and the spellcaster’s dreamer type. Fantastic Senses: A spellcaster’s familiar can use the luck roll ability when making Listen or Spot checks. This is a free action that can be used a number of times per day equal to 2 + the familiar’s Wisdom modifier (minimum of once per day). Extend Shared Spell Range (Su): A spellcaster’s familiar can expend 5 dream points to extend the range for the share spells familiar ability by 5 feet. This is a free action that can be used a number of times per day equal to 3 + the familiar’s Wisdom modifier (minimum of once per day). When a spellcaster reaches 8th level, his familiar can expend 20 dream points to extend the range for the share spells ability by 15 feet. This is a free action that can be used a number of times per day equal to 2 + the familiar’s Wisdom modifier (minimum of once per day). When a spellcaster reaches 16th level, his familiar can expend 50 dream points to extend the range for the share spells ability by 25 feet. This is a free action that can be used a number of times per day equal to 1 + the familiar’s Wisdom modifier (minimum of once per day). Surreal Evasion: When a spellcaster reaches 8th level, his familiar only has to expend 15 dream points to use the luck roll ability when making a Reflex saving throw. This is a free action that can be used a number of times per day equal to 1 + the familiar’s Wisdom modifier (minimum of once per day). Uncanny Spell Resistance: When a spellcaster reaches 16th level, his familiar can expend 30 dream points to gain a +2 dream bonus to spell resistance for one encounter. This is a free action that can be used a number of times per day equal to 1 + the familiar’s Wisdom modifier (minimum of once per day).

Wizard Wizards are capable of many exploits within their magical fields of study while within the Dream Plane. They have an inherent mastery over magic and are the perfect exemplars of magical knowledge. Feats of Wizardry (Ex): At 1st level, a wizard may gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Improved Counterspell, Iron Will, Skill Focus (for any class skill), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A wizard must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A wizard can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 3 + the wizard’s Intelligence modifier (minimum of once per day). At 12th level, a wizard may gain access two feats of wizardry per encounter. 149 At 20th level, a wizard may gain access three feats of wizardry per encounter. Spell Templates (Ex): At 1st level, a wizard

gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the wizard gains access to two spell templates. At 8th level and every fourth wizard level thereafter (12th, 16th, and 20th), a wizard may learn a new spell template in place of one he already knows. In effect, the wizard “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to wizard spells. Dream Skill (Ex): At 8th level, a wizard selects one wizard class skill and gains a +5 dream bonus to checks with that skill. At 16th level, a wizard chooses one more wizard class skill for dream skill augmentation. Inherent Mastery (Su): At 8th level, a wizard may prepare a spell on the wizard’s spell list that he does not have in his spell book. This can also be used to prepare spells that the wizards does not have spell mastery of when he does not his access to his spell book. This can be used on a number of spell slots equal to 3 + the wizard’s Intelligence modifier (minimum of once per day). This is part of the action of preparing a spell. Paragon of Magical Knowledge (Su): At 16th level, a wizard may gain a +6 dream bonus to Intelligence and a spell resistance equal to 10 + half the wizard’s level + the wizard’s Intelligence modifier (a wizard who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) for one encounter. This is a free action that can be used a number of times per day equal to 1 + the wizard’s Intelligence modifier (minimum of once per day).

School Specialization Specialist wizards have an intricate knowledge and connection to their chosen school in the Dream Plane. Their more focused relationship allows them to modify spells from their school to a greater degree and grants a more pronounced mastery of spells from their chosen school. Feats of Wizardry (Ex): A specialist wizard has an additional use per day for this class feature, but it can only be used to modify a spell associated with his chosen school. Spell Templates (Ex): A specialist wizard gains access to three of the spell templates found in Chapter 4. Every four levels thereafter the wizard gains access to three spell templates. At 8th level and every fourth wizard level thereafter (12th, 16th, and 20th), a wizard may learn a new spell template in place of one he already knows. In effect, the wizard “loses” the old spell template in exchange for a new one. The spell templates gained via this ability can only be applied to wizard spells of the specialist wizard’s chosen school. Inherent Mastery (Su): Specialist wizards may prepare a spell on the wizard’s spell list that belongs to his chosen school that he does not have in his spell book. This can also be used to prepare spells that the wizards does not have spell mastery of when he does not his access to his spell book. This can be used on a number of spell slots equal to 6 + the wizard’s Intelligence modifier (minimum of once per day). This is part of the action of preparing a spell.

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Surreal Class Feature Guidelines At some point in a campaign, both players and GMs may decide they need to create surreal class features for new, variant, or prestige classes beyond the core classes covered in this chapter. This sidebar provides a guideline for determining the surreal class features beyond the eleven core classes of the PHB, and can also be used to alter the class features presented above to fit different campaign settings. Brainstorming Surreal Class Features: Perhaps the most difficult thing to do when determining surreal class features for a class not covered in the PHB, is to devise a list of concepts that fit the class in question, but are not over powered when compared to the surreal class features presented in this chapter. To help with this process the following guidelines have been provided: Guideline #1: Keep the surreal class features simple and uniform. Guideline #2: Note whether the class is a spellcasting or nonspellcasting class. Guideline #3: Make a list of feats that are reflective of some aspect of the class. Guideline #4: Note how many skill points the class gains. Guideline #5: If the class has any other class features that might be appropriate to expound upon with a surreal class feature, list them. Balancing the Surreal Class Features: To help narrow things down, use a credit system whereby a number of credits are allotted to each class to help balance the class’s surreal class features. The number of credits allotted should equal the one and a half times the number of levels the class has, so a 20 level new or variant class would have about 30 credits and a 5 level prestige class would have around 7 or 8 credits. These credits are spent according to the following steps and in order: Step #1: (Spell Templates): A spellcasting class gains a number of spell templates depending upon its spell progression. There are three types of spell progressions: good, average, and poor. Clerics, druids, sorcerers, wizards and prestige classes that gain a spells per day increase every level have good progression and gain two spell templates at 1st level and two more every four levels thereafter. Bards and prestige classes that gain a spells per day increase every other level have average progression and gain one spell template at 1st level and one more every four levels thereafter. Paladins, rangers, and prestige classes that gain a spells per day increase every three or more levels have poor progression and gain one spell template at 4th level and one more every four levels thereafter. For each spell template a class gains subtract 1 credit. Step #2 (Dream Feats): Take the list of feats that reflect the concepts of the class and narrow them down to fit a particular theme. Compared to non-spellcasters, spellcasters have limited number of feats they can choose from. Use the chart below to determine the base number of temporary dream feats for a new surreal class. Table A.1: Spellcasters and Dream Feats Spellcaster Progression Base # of Dream Feats Non-spellcasters 35 Poor 30 25 Average Good 20

There are of course exceptions to this rule (like the barbarian), but such exceptions should affect the amount of credits the dream feats surreal class feature requires and should then be used for other surreal class features. Once you have a set list, determine if the feats should be linked to the activation of a particular class feature (such as the barbarian’s rage or bard’s bardic music), or if they can be activated as a player desires. Note that if the feat’s duration is linked to a class feature, it must be accessible at the class’s 1st level since this is when a class first gains access to the dream feat ability. For every 5 feats a class can access via this ability (the Skill Focus feat counts as a number of feats equal to the number that appear on its class skill list), subtract 1 credit. If the dream feat ability is linked to a particular class feature, lessen the cost by 1 credit. If the class gains access to more dream feats via the ability at the 12th and 20th levels, the credit cost is increased by 3 credits if it is linked to a class feature and 5 credits if it can be activated at any time. Step #3 (Dream Skills): This ability is pretty straightforward as the class gains a number of dream skills equal to half his skill points at both 8th and 16th level. For each dream skill a class gains, subtract 1 credit. Step #4 (Dream Class Features): Look over the class features and try to come up with an appropriately balanced concept for a surreal class feature, such as the cleric’s serendipitous healing or harming or the paladin’s remove nightmarish effect. For each surreal class feature expanded upon, subtract 2 to 6 credits. Tip: Prestige class abilities, and monstrous special attacks and qualities are all good places to look for inspiration for these additional surreal class features.

Alternative Skill Rules This section presents an alternative rules set for modifying Dream Plane skill checks and should be used when GMs are not using the Dream Point System.

Variant #1: Dream Bonus Pool Each character receives a +1 dream bonus pool equal to 10 x their effective character level. This modifier pool can be used to modify class skill checks on a one-for-one basis and cross-class skills at a two-for-one ratio. A character can grant a dream bonus to his class skill checks up to twice his level or to cross-class skills equal to his level. The +1 dream bonuses are spent before a character makes a skill check. For example a 5th-level character has a +1 dream bonus modifier pool of +50 and can add up to +10 to any class skill check or +5 to a cross-class skill check (at the cost of +10 from his dream bonus pool).

Variant #2: Level Bonus Each character receives a level bonus to all his class skill checks equal to one + half his effective character level or for cross-class skill checks equal to one-fourth his effective character level. For example, a 5th-level character would have a +3 level bonus to all class skill checks and +1 level bonus to all crossclass skill checks.

Alternative Craft Skill DCs If not using the Dream Point System, ignore the DP cost for all items and add +10 to the Craft DC to create a temporary item as a full-round action. If creating a permanent item add +30 to the DC if it is being created as a full-round action (This includes the +10 DC for making items permanent).

Alternative Feats Rules If a GM is not using the dream point system, then the following guidelines should be used to determine how often the dream benefits of feats can be used. Another option is to use alternative feat rules in conjunction with the Dream Point System. This increases player versatility by allowing players to expend dream points on other actions. The following table lists the conversion from dream point activation cost to times per day for the use of the dream benefits of a feat. Table A.2: Dream Benefit Conversion Dream Point Activation Uses per Day Cost 2 dream points Equal to your level 5 dream points 1 + half your level 10 dream points 1 + one-quarter your level Item Creation Feats: The creation of dream abilities for magic items is the same except there is no dream point cost associated with creation. Instead, whenever a character activates the dream ability of a magic item he suffers an amount of

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nonlethal damage equal to the dream point activation cost. For example: An 18th-level sorcerer who creates a rod of enlarge metamagic can give it a lesser empower metamagic dream special ability. The rod of enlarge metamagic would normally cost 11,000 gold and 440 XP, but with the addition of the lesser empower metamagic dream special ability the creation costs an additional 2,250 gold (9,000/4) and 90 XP for a total of 13,250 gold and 530 XP. Thus the sorcerer or anyone else who knows the rod’s dream ability can use a free action and suffer 9 points of nonlethal damage to make the rod of enlarge metamagic into a rod of lesser empower metamagic for one minute. If he uses the rod of lesser empower metamagic’s special ability, then that use counts against the normal three times per day use limitation on metamagic rods. Feats with Dream Point Ranges: Some feats allow for a range of dream points to be expended upon them, treat such dream benefits as if 10 dream points have been expended upon them. In addition, give them the times per day entry for a dream benefit that costs 10 dream points to activate. For example, a character with the Great Fortitude feat under the Dream Point rules can expend 2 dream points to grant a +1 dream bonus to a Fortitude saving throw as a reaction for one save. This means that for the purposes of the dream benefit for the Great Fortitude feat under these alternative feat rules, a character would be able to gain a +5 dream bonus to their Fortitude saving throw for one save a number of times per day equal to 1 + one-quarter his character level. Feats with more than one dream benefit allow the character to use either one and each use has an independent number of times per day it can be activated, as per the above conversion table

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Alternative Spell Template Rules If a GM is not using the Dream Point System, then the following guidelines should be used to determine how often spell templates can be used. GMs should feel free to use these alternative spell template rules in conjunction with the Dream Point System in order to allow players to expend their dream points on other actions, though doing so would require additional abilities for non-spellcasting classes and would require a bit more work on the GMs part. The following table lists the number of times per day each spell template can be used. Table A.3: Spell Template Uses per Day Spell Template1 Uses per Day Bitter 4 Corrosive 2 Countering 4 2 Darkened 4 Dazing 2 2 Discerning 4 Disconsolate 2 Disrupting 6 Exultant 2 Fascinating 6 2 Fevered 4 Flare 4 3 Focused (School) 2 Frightful 2 Frostbitten 4 Ghost touched 6 2 Heartening 2 4 Intensify (energy) 4 Linked2 2 Lucky 4 Luminous2 2 Nonlethal 8 Ordered 4 Petrifying 1 Profane 4 Reinforced 2 Repelling 2 2 Revitalizing 2 Sacred 4 Seeker 4 Sicken 4 Smiting (alignment) 2 Sonic 6 Stunning 2 Suggestive 3 4 Unbreakable 8 Untamed 4 2 Wrathful (creature) Zephyr 6 1 Note that in this system, spell templates can be taken multiple times and their times per day uses stack. 2 Can affect a number of creatures or object, depending upon the spell equal to 1 plus your Wisdom modifier (minimum 1). 3 Adds a +2 to the DC of chosen spell. 4 If used with a single target spells it counts only as one use, if used against multiple target spells it counts as two uses.

Alternative Monster Traits This section presents alternative rules for monster dream traits. Instead of using dream points, a creature can only use its monstrous dream traits a limited number of times per day. GMs should feel free to use these alternative monster dream traits in conjunction with the Dream Point System to allow creatures to expend dream points on dream actions and feats. Although this option allows for even more fantastic Dream Plane campaigns, it adds a layer of complexity that some might find is too much hassle when compared with the benefits.

Step #1 Apply one of the following templates to the base creature: slumbering, awakened, corporeal, trueborn, or progeny.

Step #2: Determine the racial dream traits for each creature. If using the alternate dream point abilities variant, also use this step to determine the base creature’s dream point modifying ability score. This should be the most defining mental ability score (Intelligence, Wisdom, or Charisma) available to the base creature: Slumbering: Slumbering creatures have their normal racial traits, unless the GM is using the incarnation variant. Awakened: Awakened creatures use the alternative awakened racial dream trait guidelines presented in this appendix to determine the base creature’s racial dream traits. Corporeal: Corporeal creatures use their normal racial traits. If playing with the rebirth variant then the creature uses the alternative trueborn racial dream trait guidelines presented in this appendix in order to determine the base creature’s racial dream traits and also gains the dream points of trueborn creatures of an equal Challenge Rating. Trueborn: Trueborn creatures use the alternative trueborn racial dream trait guidelines presented in this appendix in order to determine the base creature’s racial dream traits. Progeny: Progeny creatures have their normal racial traits. If playing with the dreamspawn/nightmare variant the progeny also gains the dreamspawn or nightmare racial traits presented later in this appendix.

Step #3 Apply the following dream traits to the base creature according to its challenge rating and the role the creature plays within the encounter, as determined by the GM. A creatures with class levels does not apply them to its CR when determining its dream traits instead, only the challenge rating of the base creature is used. For Example: A drider with 5 character levels only uses his challenge rating 7 to determine its dream traits. A creature’s dream traits are determined by the role it plays in a campaign and its challenge rating. Creatures with fractional challenge ratings are treated as being CR 1 for purposes of determining dream traits.

Ambusher: These creatures have the primary purpose of confronting adventurers via surprise combat. Creatures with this role have the following dream traits according to their challenge rating. Table A.4: Ambusher Dream Traits CR Special 1 Feats of ambushing 4 Ambushing attack 8 Dream skills (4) 12 Improved ambushing 16 Dream skills (8) 20 Greater ambushing Feats of Ambushing (Ex): An ambusher may gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Athletic, Combat Expertise (Improved Disarm, Improved Feint, Improved Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility, Spring Attack), Improved Critical, Improved Initiative, Investigator, Lightning Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the ambusher’s stat block), Stealthy, Weapon Finesse. . An ambusher must meet the prerequisites of the feat in order to access it. An ambusher can only access one feat of ambushing per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the ambusher’s total challenge rating. Ambushing Attack (Ex): An ambusher may declare one melee or ranged attack (the target can be no more than 30-feet distant if the ambushing attack is a ranged attack) an ambushing attack and deal an additional 2d6 points of damage. The target of the attack also loses any Dexterity bonus to AC, but only against the ambushing attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the ambusher’s total challenge rating. Dream Skill (Ex): An ambusher selects a number of skills as indicted by Table A.4 that appear in their stat block and gain a +5 dream bonus to checks with those skills. Improved Ambushing: An ambusher may gain access two feats of ambushing per encounter. In addition, an ambusher may declare an improved ambushing attack that deals an additional 6d6 points of damage. The target of the attack also loses any Dexterity bonus to AC, but only against the ambushing attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the ambusher’s total challenge rating. Greater Ambushing: An ambusher may gain access three feats of ambushing per encounter. Combatant: These creatures have the primary purpose of confronting adventurers via physical combat. Creatures with this role have the following dream traits according to their challenge rating. Table A.5: Combatant Dream Traits CR Special 1 Feats of combat 4 Heroic attack 8 Dream skills (1), weapon mastery 12 Improved combat 16 Dream skills (2), paragon of martial prowess 20 Greater combat Feats of Combat: A combatant may gain temporary access to one of the fighter bonus feats he does not currently have. This ability can also be

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used to gain access to the Awesome Blow, Endurance, Die Hard, Flyby Attack, Improved Natural Armor, Improved Natural Attack, Great Fortitude, Multiattack, Multiweapon Fighting, Skill Focus (for any skill that appears in the combatant’s stat block), Snatch, or Toughness feats. A combatant must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A combatant can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating. Heroic Attack (Ex): A combatant may use the heroic surge ability when using it to attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating. Dream Skill (Ex): A combatant selects a number of skills as indicted by Table A.5 that appear in their stat block and gain a +5 dream bonus to checks with those skills. Weapon Mastery (Ex): A combatant may re-roll one melee or ranged damage roll each round for one encounter. The combatant takes the better of the two results. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating. Improved Combat: A combatant may gain access two feats of combat per encounter. Paragon of Martial Prowess (Ex): A combatant may gain a +4 dream bonus to Strength, Dexterity, and Constitution for one encounter. It also chooses one of the following additional benefits to gain for the duration of one encounter: a +4 dream bonus to natural armor, a +10 dream bonus to one speed type, or +2 bonus to attack rolls in regards to a particular extraordinary special attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the combatant’s total challenge rating. Greater Combat: A combatant may gain access three feats of combat per encounter. Magic Wielder: These creatures have the primary purpose of confronting adventurers via magical combat. Creatures with this role have the following dream traits according to their challenge rating. Table A.6: Magic Wielder Dream Traits CR Special 1 Feats of magic, spell templates (2) 4 Spell templates (4) 8 Dream skills (1), spell templates (6), spontaneous casting 12 Spell templates (8), improved magic 16 Dream skills (2), paragon of magic, spell templates (10) 20 spell templates (12), greater magic Feats of Magic (Ex): A magic wielder may gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used to gain access to the Augment Summoning, Combat Casting, Empower Spell-Like Ability, Improved Counterspell, Iron Will, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the magic wielder’s stat block), Spell Focus (Greater Spell Focus), or Spell Penetration (Greater Spell Penetration). A magic wielder must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one 154 encounter. A magic wielder can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to

1 + one quarter of the magic wielder’s total challenge rating. Spell Templates (Ex): A magic wielder selects a number of spell templates as indicted by Table A.6 that it gains access to. The spell templates gained via this ability can only be applied to spell-like abilities spells. Dream Skill (Ex): A magic wielder selects a number of skills as indicted by Table A.6 that appear in their stat block and gain a +5 dream bonus to checks with those skills. Spontaneous Casting (Sp): A magic wielder may channel stored spell energy into spells of the same school that it normally does not have access to on its spell-like ability list. The magic wielder can “lose” a spell-like ability for one round in order to cast a new spell-like ability of the same school of magic, same type (i.e. cleric, druid, sorcerer/wizard spell) and same spell level or lower. This expends one of the magic wielder’s uses per day for the chosen spell-like ability. This is a free action that can be used a number of times per day equal to 1 + one quarter of the magic wielder’s total challenge rating. Improved Magic: A magic wielder may gain access two feats of magic per encounter. Paragon of Magic (Su): A magic wielder may gain a +6 dream bonus to Intelligence, Wisdom, or Charisma for one encounter. In addition, the magic wielder gains a spell resistance equal to 10 + half the magic wielder’s challenge rating + the magic wielder’s Intelligence modifier (a magic wielder who already has spell resistance may increases his spell resistance by 5 if that would grant him a higher spell resistance) this also lasts for one encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the magic wielder’s total challenge rating. Greater Magic: A magic wielder may gain access three feats of magic per encounter. Skill User: These creatures have the primary purpose of confronting adventurers via the use of skills, both inside and outside of combat. Creatures with this role have the following dream traits according to their challenge rating. Table A.7: Skill User Dream Traits CR Special 1 Feats of skill 4 Heroic action 8 Dream skills (4) 12 Improved skill 16 Dream skills (8), paragon of skill 20 Greater skill Feats of Skill (Ex): A skill user may gain temporary access to one of the following feats for one encounter: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical, Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus (for any skill), Stealthy, or Track. A skill user must meet the prerequisites of the feat in order to access it. A skill user can only access one feat of skill per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the skill user’s total challenge rating. Heroic Action (Ex): A skill user may gain an extra full-round action at any time during this round as long as that full-round action is used in conjunction with a skill. This is considered to be a use of the heroic surge dream point ability and thus can only be used once per round. This is a free action that can be used a number of times per day equal to 1 + one quarter of the skill

user’s total challenge rating. Dream Skill (Ex): A skill user selects a number of skills as indicted by Table A.7 that appear in their stat block and gain a +5 dream bonus to checks with those skills. Improved Skill: A skill user may gain access two feats of skill per encounter. Paragon of Skill: A skill user can gain a +4 dream bonus to any one ability score and a +2 dream bonus to all skill checks concerning that skill for one encounter. If the skill user chooses to increase his Constitution he may once during the encounter substitute a Concentration check for any other skill check, essentially focusing its mind upon the action so much that it can take actions that it normally could not. This is a free action that can be used a number of times per day equal to 1 + one quarter of the skill user’s total challenge rating. Greater Skill: A skill user may gain access three feats of skill per encounter. Specialized Attacker: These creatures have the primary purpose of confronting adventurers via special attacks and special qualities. Creatures with this role have the following dream traits according to their challenge rating.

+10 dream bonus to one speed type, damage reduction 1/-, resistance to energy 5 versus energy type of the specialized attacker’s choice, or +2 bonus to attack rolls in regards to a particular extraordinary special attack. This is a free action that can be used a number of times per day equal to 1 + one quarter of the specialized attacker’s total challenge rating. Dream Skill (Ex): A specialized attacker selects a number of skills as indicted by Table A.8 that appear in their stat block and gain a +5 dream bonus to checks with those skills. Improved Fantastic Quality: A specialized attacker may gain a second quality when using the fantastic quality ability. Improved Specialty: A specialized attacker user may gain access two feats of specialty per encounter. Greater Fantastic Quality: specialized attacker may gain a +6 dream bonus to any one ability score that modifies one of its special attacks and chooses two qualities it gains access to for one encounter when using the fantastic quality ability. Greater Specialty: A specialized attacker may gain access three feats of specialty per encounter.

Table A.8: Specialized Attacker Dream Traits CR Special 1 Feats of specialty 4 Fantastic quality 8 Dream skills (1), improved fantastic quality 12 Improved specialty 16 Dream skills (2), greater fantastic quality 20 Greater specialty

Revise the stat block of the base creature to reflect its new dream traits.

Feats of Specialty: A specialized attacker may gain temporary access to one of the wizard bonus feats he does not currently have. This ability can also be used to gain access to the Ability Focus, Empower Spell-Like Ability, Flyby Attack, Greater Damage Reduction, Greater Resistance to Energy, Greater Spell Resistance, Great Fortitude, Hover, Improved Fast Healing, Improved Natural Armor, Improved Natural Attack, Improved Regeneration, Iron Will, Lightning Reflexes, Quicken Spell-Like Ability, Skill Focus (for any skill that appears in the specialized attacker’s stat block), Snatch, or Wingover. A specialized attacker must meet the prerequisites of the feat in order to use it and its effects last only for the duration of one encounter. A specialized attacker can only access one extra feat per encounter. This is a free action that can be used a number of times per day equal to 1 + one quarter of the specialized attacker’s total challenge rating. Fantastic Quality (Ex): A specialized attacker may gain one of the following for the duration of one encounter: a +4 dream bonus to natural armor, a

Step #4

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(e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as describedby the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holderʼs name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity.You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUSTinclude a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson Midnight Copyright 2003, Fantasy Flight Publishing, Inc. Mutants and Masterminds Copyright 2002, Green Ronin Publishing; Author Steven Kenson Monte Cook’s Arcana Unearthed Copyright 2003 Monte J. Cook Dreamscapes Copyright 2005, Adamant Entertainment, Author Joseph Miller

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