Base Class: The Dreamer (long and fluffy) [Archive] - Wizards Community

Post/Author/DateTimePost
Kezarim

05-07-07, 07:51 PM
With this, i tried to design a custom base class with a very unique feeling. I hoped a managed to do so, and i hope you have fun reading this and maybe even playing a dreamer.

Oh, if you didn't notice yet, english is not my native language, i beg your pardon for "me speak bad terrible english".


The campfire had almost burned down. Clouds in grey and black covered the sky, only lightened where the moon stood behind them. A strong wind blew and whispered in the nearby trees, singing his very own song. It carried small rain drops, but somehow they didn't bother the small party gathered around the fire. It was cold, though none of the adventurers felt it. The wind seemed warmer, the clouds seemed comforting and the rain was their friend in this very night. Kargh put another piece of wood in the flames, which crackled and hissed because the rain had already sprinkled it. Then he continued to listen.

It was so strange, he thought. A few hours ago, when they were looking for a place to rest, they had found this lonely traveler, sitting by the side of the road. The fire had already burned, and he had put up tents for five persons. He was alone. They had been four. He had cooked a soup, enough for five persons. It was like he had knewn they'd come.

"Come here, and have a rest", he had invited them. "I am happy you finally arrived." Nothing more. He hadn't spoken a single word since then. Didn't explain it to them. Still, somehow they trusted him. They sat down with him, accepted the meal he cooked them, and listened to the wind with him. Finally, the stranger began to tell them a story.

"It was a few years ago", he started, "when i lived in a small village, up in the north, where the mountains begin. I was a peasant, back then. I took care of my cattle, looked after the fields, harvested the crops when the leaves turned brown. But then, one day, i woke up in the middle of the night. It was a wonderful night, like this. It was raining, and a strong wind blew. I could hear the drops on my roof, and the song the wind sang. And the words within it. It was the day i left. I left my home, and went south with the wind. I never looked back. I traveled day and night, through storm and rain. I went through hills, plains, forests and cities for this very night."

The others looked at him, surprised about what he had said.

"That's right. I am here to meet you. I saw you that night in my dreams, and i knew i was born to fulfil a purpose. I can hear it every second the wind sings. Every moment the earth breethes. I can see it in the flames dancing. The rivers i sleep by tell me every night. I was born with a reason. A dream i must fulfil. And you are part of this dream."

He stood up. Kargh looked at him. The stranger had almost gray hair, a long beard and a friendly face. Time had left deep wrinkles on his forehead and around his mouth and nose. His skin looked old and gnarled. But his eyes. There was something in his eyes. Something strange. They looked like the eyes of a young man, blue and clear. Those were strong eyes. Eyes that could see more then he could. And somehow, Kargh believed what the old man said. In that very moment, the stranger looked at him.

"Thank you", he said. "Now let me show it to you. My dream..."


The Dreamer

Almost every being has a dream. Some dream of becoming rich, others dream of finding their true love. Some people tell others about their dreams, others keep them for themselves, never telling anybody about it. But they all hope it will come true one day.

But once in a while something strange happens. Sometimes, people recieve a special dream. A dream which they cannot forget. A dream which they feel they have to fulfil. Almost like a vision. Some people follow this call, and leave their homes, their families. They leave everything they have behind to fulfil this dream. Some people reject their dreams. And forget them. But those who go start to change. They overcome many obstacles to fulfil their goals, and as time goes by, they gather insight in many things. They start to master a unique kind of magic. They learn to influence other persons' dreams, and finally they can even overcome death - all to fulfil a single dream.

Adventures: A dreamer goes out on adventure almost certainly. Once day, they wake up and know what to do. Know what they want. Almost all dreamers are also adventurerers, and there are as many motivations as there are dreams.

Characteristics: Dreamers bring forth magic with their soul, not their mind. They can cast a small number of mind affecting spells, most related to dreams. They also have the ability to take other people with them into their dreams, to teach, help or even wound them.

Dreamers are guided by their Dream Totem, which is in many ways similar to a familiar.

Dreamers are wanderers, and they can defend themselves if they need, but they lack the combat abilites of a fighter or ranger. They have some knowledge about nature, and they are given visions and dreams when they sleep - which gives them special knowledge abilities similar to the bardic knowledge.

Finally, they have a dream totem, which guides them and grants them special abilities similar to the cleric or druid.

Alignment: Dreamers can be of virtually any alignment, though they tend to be lawful.

Religion: A dreamer usually doesn't revere a single god. Instead, they pray to those they need help from, praying to each and every god once in a while. Some dreamers follow Obad-Hai or Fharlanghn, though. In fact, a dreamer can be devoted to any deiity.

Background: Every intelligent creature dreams. So do nobles, rangers, thieves, beggars and peasants. A dreamer doesn't need to be teached, he only needs to dream, and listen to his heart. They can have any background imaginable, but they usually forsake their past, and concentrate on what is important to them.

Races: Any race that dreams can bring forth dreamers, but elves, half-elves, halflings and humans tend to be influenced by their dreams most.

Other classes: Dreamers can work well with compagnions of any other class. They are capable of defending themselves, but they know a fighter or paladin can defend them much better. They tend to not get along too well with wizards, because their understanding of magic is so different. But a monks dedication, a sorcerers innate understanding of magic and especially a bard's way of life are similar to the understandings of a dreamer. They usually have great respect and understanding for members of these classes. Dreamers are similar to druids in many ways, and sometimes druids and dreamers treat each other as equals.

Role: A dreamer usually plays a supportive role. They guide and help the party with their visions and knowledge, and cast spells where needed. Dreamers are pretty weak in combat, but they can help the rest of the party with their spells, and confuse and frighten the enemy.


Game Rule Information

Abilities: Wisdom is most important for dreamers, for it determines how powerful a spell they can cast, and how hard they are to resist. A good charisma score is also important, because it helps a dreamer to convince others of their point of view. A good constitution and intelligence score is also very helpful to aid them in traveling and knowledge.

Alignment: Any, usually lawful.
Hit Die: D6

Class Skills: Bluff (cha), Concentration (con), Diplomacy (cha), Gather information (cha), Intimidate (cha), Knowledge (any skill, taken individually), Listen (wis), Sense Motive (wis) Speak Language, Spellcraft (int), Spot (wis), Survival (wis)

Skill Points: 4 + INT-Modifier


Lvl BAB FORT REFL WILL Special
1 +0 +0 +0 +2 Personal Dream, Dream Totem
2 +1 +0 +0 +3 Dreamer's Knowledge
3 +2 +1 +1 +3 Strive for your dream 1/day
4 +3 +1 +1 +4
5 +3 +1 +1 +4 Dreamshape (Dream)
6 +4 +2 +2 +5 Iron Will
7 +5 +2 +2 +5 Totem Form
8 +6/+1 +2 +2 +6 Strive for your dream 2/day
9 +6/+1 +3 +3 +6
10 +7/+2 +3 +3 +7 Immortal Dream, Dreamshape (rest)
11 +8/+3 +3 +3 +7
12 +9/+4 +4 +4 +8
13 +9/+4 +4 +4 +8 Strive for your dream 3/day
14 +10/+5 +4 +4 +9
15 +11/+6/+1 +5 +5 +9 Dreamshape (Nightmare)
16 +12/+7/+2 +5 +5 +10
17 +12/+7/+2 +5 +5 +10
18 +13/+8/+3 +6 +6 +11 Strive for your dream 4/day
19 +14/+9/+4 +6 +6 +11
20 +15/+10/+5 +6 +6 +12 A dream beyond death.


Spells per Day

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - 3 - - - - - - - -
2nd - 4 - - - - - - - -
3rd - 5 - - - - - - - -
4th - 6 3 - - - - - - -
5th - 6 4 - - - - - - -
6th - 6 5 3 - - - - - -
7th - 6 6 4 - - - - - -
8th - 6 6 5 3 - - - - -
9th - 6 6 6 4 - - - - -
10th - 6 6 6 5 3 - - - -
11th - 6 6 6 6 4 - - - -
12th - 6 6 6 6 5 3 - - -
13th - 6 6 6 6 6 4 - - -
14th - 6 6 6 6 6 5 3 - -
15th - 6 6 6 6 6 6 4 - -
16th - 6 6 6 6 6 6 5 3 -
17th - 6 6 6 6 6 6 6 4 -
18th - 6 6 6 6 6 6 6 5 3
19th - 6 6 6 6 6 6 6 6 4
20th - 6 6 6 6 6 6 6 6 6


Class Features
Weapon and Armor Proficiency: Dreamers can defend themselves when necessary. They are proficient with simple weapons, but not martial weapons. Since they travel alot, armor is a unnecessary hindrance. They usually wear no or only light armor, and are therefore only proficient with light armor, but not shields.

Spellcasting: A Dreamer casts arcane spells, taken from the dreamer's spell list (see below). To cast a spell, a dreamer needs a wisdom score of at least 10+spells level. The save DC for a dreamer's spell is 10+Spell's level+his wisdom modifier. Dreamers cast spells spontaneously, not needing to prepare them in advance. They can cast a daily allotment of spells given on the appropriate table..(where else?).

Dreamers do not learn new spells. They automatically know all the spells on their spell list. Dreamers get bonus spells for a high wisdom score (as shown on the large table in the Player's handbook, page 8). A dreamer needs to sleep for 8 hours, dreaming vividly, to regain his spells per day. Each morning, after sleeping, he needs to medidate about his personal dream for 15 minutes to regain the focus he needs to cast spells. Since a Dreamer is more or less an arcane dilletante, and his gestures do not need to be overly precise, he can cast spells while in light armor without incurring an arcane spell failure chance.

Personal Dream: On taking the first level in this class, a Dreamer recieves his personal dream. This is maybe the most important thing in his life, everything he strives for, and the thing he wishes most. Some people call this "destiny". The personal dream is also a code of conduct, which the Dreamer may not violate. See "Sidebar".

"Sidebar": The DM and the player should work together to create a special dream for this character. A dream can be anything from "finding luise" to "bring peace to the world". Of course, the personal dream should be something possible to accomplish, but not be too easy. What good is a Level 20 Dreamer, striving for something he already found at level 2? What good is a Dreamer trying to accomplish something impossible?

Though this is a pure roleplaying decision, you should take great care choosing your dream. Many of your class features depend on this. You should also try to make it a dream which suits your alignment, and the current campagin you are playing in. You might also want to add in some restrictions: a dreamer listens to the wind and earth, finds truth in the dance of the flames, and of course in his dreams. Maybe he avoids eating meat. Or doesn't want to use weapons. You should choose a restriction which actually hinders your character, and which so comes into play more often. This makes for interesting roleplay situations. Of course, restrictions are a pure roleplaying mechanism, and you do not suffer penalties for breaking them.

Dream Totem: Similar to a spirit guide, you have a totem that guides you in your dreams. The totem usually takes the form of an animal, with which you communicate in your dreams, and who guides you on your way to fulfilling your dream. On 1st level, you get to choose your Dream Totem from the sidebar. You gain a special ability from your dream totem, as shown on the table. These abilities are supernatural in nature, and can be used once per day. Note that these are abilities your totem has, not you. They do not qualify for any feats or prestige classes.

Once per 4 class levels you possess, your Dream Totem can manifest in the real world. It is only visible, audible and tangible for you, and can stay manifested for 1 minute/class level. a Dream Totem cannot manipulate the real world, and it can only see what you see, so it cannot scout ahead. It does, however, always know the way to the nearest safe place, like a tavern or town (DM's decision). Note that a dream totem is a creature of it's own, and his it's own will. It doesn't necessarily guide you to where you want, but where it thinks it is interesting for you to be. Sometimes it may not help you for no apparent reason. Note that manifesting is something your totem does, not you. You can ask your totem for help, but you cannot force it to manifest. It does so whenever it wants.


Animal Special Ability
Butterfly Invisibility, except duration is 1 Minute
Cat gain Evasion for 1 Minute
Fox +4 bonus to Initiative for 1 Minute
Owl Owl's Wisdom, except duration is 1 Minute
Rabbit +10 ft land speed for 1 minute
Raven Speak with Dead
Spider Climb speed of 20 ft for 1 minute.
Wolf Gain scent for 1 minute.




Dreamer's Knowledge (su): In your dreams, you can see events from the future and past. These events may or may not have really happened. As time passes, you learn to distinguish between visions and "normal" dreams. Once per day, you may add 1/2 your class level to any knowledge check you make. You must announce that you are using this ability before you roll the check. You can use this ability 2 times per day upon reaching 10th level.

Strive for your dream (ex): Upon reaching 3rd level, you learn to use this ability once per day. You may add your charisma bonus to any attack roll, damage roll, save, ability check or skill check you make. You must announce that you use this ability before you roll the check. You gain additional uses of this ability at 8th, 13th and again at 18th level.

Dreamshape(ex): Dreamers do not only gain knowledge from dreams. As time passes, they learn to master them. Upon reaching 5th level, a Dreamer can create his own little dream world. Each night, he can choose to visit his dream world while he sleeps. At the beginning, his dream world is an empty space, 1 cubic mile large. He can design this space as he likes. He can change the terrain, atmopshere, weather as he likes. He can create buildings or let plants grow. He can even "create" animals as he likes. This world only exists in his mind, and there is no limit to his imagination. If he likes to, he can invite friends or party members to join him there. Someone joining him in his dream can talk to him, and will remember the dream after waking up. Persons who willingly joined the Dreamer's dream can leave anytime they wish. If a Dreamer has met a person in his dream before, and that person is within 50 miles, he can appear in the other person's dream at night, and invite him to join.

Upon attaining 10th level, this dream becomes more real, and the persons in this dream experience it stronger. at the same time, the body recovers better from the wear and tear of everyday life, and the soul can rest for a while. The Dreamer can grant anybody who joins him for at least 4 hours in his dream (and of course himself) one of the following bonuses:
- +1 moral bonus to attack rolls for 24 hours
- +1 moral bonus to saves for 24 hours
- heal twice as many hit points and ability damage for sleeping.
- sleep in medium or heavy armor without penalties

A Dreamer who has reached 15th level has learned that a dream and a nightmare are all the same. Everyone dreams. Everyone experiences nightmares. As a standart action, a Dreamer can call forth the worst nightmare of a person he has a line of sight to. The person must succeed on a will save (DC 10+1/2 dreamer's class level + dreamer's cha modifier), or become panicked for 1D4 rounds. If he succeeds, he is shaken instead. This is a mind affecting fear ability. It is usable once per day, plus another use for every point of wisdom modifier the dreamer has. This ability is a supernatural ability.


Iron Will: Upon reaching 6th level, you gain iron will as a bonus feat.

Totem Form (su): As time passes, you learn a lot from your dream totem. Eventually you become more and more like it. Upon reaching 7th level, you learn to take the form of your Dream Totem. You physically change to match your Dream Totem. If your Dream Totem is a fox, you change into a fox. Note that regardless of what animal your Dream Totem is, you always seem slightly translucent and start to project dim white light in a 5ft-aura when in Totem Form.

You do take the physical scores of your totem animal, but retain your mental scores, HD, Hitpoints, saves, BAB, feats and special attacks and abilities. You do not heal damage for changing your shape. Changing shape is a full-round action that does provoke attacks of opportunity. This is a supernatural polymorph effect. This ability is usable at will.

Immortal Dream (su): Upon reaching 10th level, your effort and dedication start to project back at the world around you. If you should die, your spirit and soul fuse with your Dream Totem, and together you start to appear in another person's dreams. If you should ever be killed and not ressurected within 48 hours, your soul leaves your body, and you cannot be ressurected by anything less then a wish spell. You can search in a 50-mile radius for another creature willing to share your dream, and that person can pick up where you left. You and your Dream Totem together become this new Dreamer's Dream Totem. If no such person is available, you have a full week to search for such a person in that 50-mile radius. If you cannot find somebody in this time, you and your Dream Totem vanish.

A dream beyond death (su): Upon attaining 20th level, you reached such a level of dedication and willpower, that almost nothing can stop you from fulfilling your dream. You do no longer age, and do not suffer penalties from age effects. If you drop below -10 hit points, you may make a will save (DC 10 + hit point damage below -10). If you succeed, your body and all items worn vanish, and transform into an illusionary image of your Dream Totem. This image walks 4D10 miles in a random direction. If it cannot reach that place, it stops as close as possible. Once it stops, you reappear with all items worn and 1 HP at that location. You may choose to delay your save for up to 48 hours to give your friends a chance to resurrect you, but if you do so the DC rises by 1 for every 6 hours passed.

You still die from old age - some dreams are just not meant to be fulfilled. If a dreamer returned to life by means of this class feature, and fulfils his dream, he dies one year later. There is no possibility to bring him back to life. (Example: Kezarim has 3 Hitpoints left, as he is hit by a Greataxe for 23 points of damage. He drops to -20. The save DC to return to life ist 20. (10 + |(-20 - (-10)|).)



Ex-Dreamers: Dreamers who give up their dream, and cease trying to fulfil it, immediately loose all class abilities and spellcasting. They cannot regain it until they recieve atonement. A dreamer may never multiclass, except it is absolutely necessary to fulfil his dream (DM's decision). For example, if Gush the Dreamer wants to become king of a country and needs to recieve knight training in order to become king, he may take a few levels of the "Knight" base class to accomplish this.

A dreamer who fulfils his dream is called a "keeper". He uses his power to help other dreamers fulfil their dreams, and to keep his dream alive. He can continue to gain levels as a dreamer, but he loses the benefits of the "A dream beyond death" and "immortal dream" class features. He may select a bonus feat for every class feature lost.
Kezarim

05-07-07, 07:53 PM
-Space reserved for Spell list-

Here will be a spell list and a bunch of custom spells in a few days. The list will be limited to illusion, fear and oneiromancy spells, as well as a few enchantments or even conjurations/evocations. But FEW. To balance the better BAB, SKP, HD and class abilities a Dreamer has in comparison to a sorc.
periscope

05-07-07, 08:25 PM
This seems like a well thought out class. However may I suggest they receive some offensive spells (inflict spells would probably fit into the idea and wouldnt ruin it with flashy evocation). Cure spells I would recommend to. Also divination.

Actually this might fit into the abjuration/divination caster that still needs to be made (they have warmage, beguiler, dread necromancer). Abjuration fits into protecting your dream and divination would fit with the concept of oneirmancy.
Kezarim

05-08-07, 08:12 AM
This is very much what i had in mind - i will see about the spell list, and if it fits, i will limit it to divination and abjuration. It's always nice to create a base class that fills a niche - and not the 20th attempt at a fighter.
DwarfPcfan

05-08-07, 10:58 AM
This seems like a well thought out class. However may I suggest they receive some offensive spells (inflict spells would probably fit into the idea and wouldnt ruin it with flashy evocation). Cure spells I would recommend to. Also divination.

Actually this might fit into the abjuration/divination caster that still needs to be made (they have warmage, beguiler, dread necromancer). Abjuration fits into protecting your dream and divination would fit with the concept of oneirmancy.

I agree, plus you could give then the oneiromancy from Heroes of Horror as bonus feats, offensively I'd suggest fear based effects, phantasmal killer, etc

Remember the old Sandman quote:"I'll show you fear like you've never experienced with just a pinch of my dust..."
periscope

05-08-07, 03:48 PM
well if you notice the classes dont just solely have their schools of spells. For instance the warmage has access to spells from evocation, conjuration, and transmutation (though only a few).

So I would suggest while the majority should be abjuration/divination, their should also be a smattering of some offensive spells. Your dreams will need to take to the offensive once in a while to come true.

Id also suggest switching their primary stat from wisdom to charisma. Reason? Because this seems more of a passionate person who fights and fights and sweats and bleeds to gain what they want. The stubborn kind (think anime heroes here, yes I know its a little stupid but think about it) of person who doesnt know when to get up. Charisma represents this.

To me wisdom symbolizes calm, cool, collected who just seems to know what to do. Not what this class represents, at least to me.
periscope

05-16-07, 04:17 PM
so is this dead? If not I would suggest petitioning to have this put in the Peach Orchard, so it dont go : poof: