The Dream Lord PrC [PEACH] (again) [Archive] - Wizards Community

Post/Author/DateTimePost
Athaal

08-25-07, 01:04 PM
The Dream Lord

Most arcane characters realise, after feeling the vulnerability of having no spells, that they require a new calling. The abilities of The Dream Lord offer greater strength, at the cost of spell-casting abilities.

Whilst not a ranged character, The Dream Lord can fill that niche in a party. However with lower HD than most classes, care should be taken to stay out of harms way. The Dream Lord can also serve as a Scout at later levels.

Prerequisites
* Ability to cast 3rd level Arcane Spells.
* The character must be put in a hostile situation with no spells left for the day; and survive.

HD: d6
SP/level: 4 + Int Modifier
Class Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Listen (Wis), Profession (Wis), Spot (Wis), Survival (Wis).


Level BAB | Fort Ref Will Special Other
1 +0 0 0 2 Cantrip loss, Dreamray ability
2 +1 0 0 3 1st level spell loss, Pierce Magical Protection
3 +1 1 1 3 2nd level spell loss, Dreamskill
4 +2 1 1 4
5 +2 1 1 4 3rd level spell loss, Improved Dreamray
6 +3 2 2 5 4th level spell loss, Disarming Dreamray
7 +3 2 2 5 5th level spell loss, Dreamconcealement
8 +4 2 2 6
9 +4 3 3 6 6th level spell loss, Greater Dreamray
10 +5 3 3 7 7th level spell loss, Dreamsight
11 +6 3 3 7
12 +6 4 4 8 8th level spell loss, Dream Grapple
13 +7 4 4 8 9th level spell loss, Foresight
14 +7 4 4 9
15 +8 5 5 9 Dreamperfection

Level +1 level of Previous Arcane Class?
1 No
2 Yes
3 Yes
4 Yes
5 Yes
6 Yes
7 Yes
8 Yes
9 Yes
10 Yes
11 Yes
12 Yes
13 Yes
14 Yes
15 Yes



Spell Loss
At level 1, the character loses the ability to cast most cantrips. The character lose 3 spell slots of the required level. No more progression of the Dream Lord can be made if the character has no available spell slots to lose. Over the levels, this slowly happens to all other levels in spells, as the Dream Lord learns not to rely on spells. In exchange he gains powerful abilities and walks the path of the Dream Lord.

Dreamray Ability
As a standard action, the character can unleash a dreamray at a target. The target can see the ray as a purple bolt, appearing not unlike an eldritch blast in colour. However the character must have line of sight to the target. Since the character does not fire a real bolt or ray, it is simply imagined, AC will not protect against such attacks. The foe must pass a Will Save (DC = 18 + Wisdom modifier) or be ‘struck’ by the imagined dreamray. When firing a dreamray, all other characters and foes will see no action or movement from the character, yet the foe targeted will see the character creating a purple eldritch bow and firing a purple eldritch arrow/ray. If the foe fails to pass the will save, he/she will be struck for 1d6 + character’s Wisdom modifier damage. Although a spell-like ability, spell resistance can be used to negate damage (caster level is as a wizard of the same level). On a roll of a natural 1 to oppose the Will save the foe instantly suffers from one of these effects. The Dream Lord rolls a d% at the time:


d% roll Effect
1-20 Frightened
21-40 Panicked
41-60 Nauseated
61-80 Exhausted
81-100 Confused

This effect lasts a number of rounds equal to the characters Intelligence modifier.

Pierce Magical Protection
The character gains a bonus to rolls made to overcome spell resistance. The bonus is the character’s total level / 2, rounded down.

Dreamskill
The character is able to perform certain skills in a state of calm. The character extends his/her focus’ into the dream world. This allows the Dream Lord to take 10 on a skill check when the situation would not normally allow. An example could be making a Listen or Spot check whilst in attack. Negotiating or bartering skills (Appraise, Bluff, intimidate, for example) cannot benefit from this ability as they require the character to communicate. However skills like Spot, Search, Sense Motive, Balance and Listen do not require communication, and can benefit from this ability.

Improved Dreamray
The Dream Lord now is able to shoot more potentially damaging rays. On a roll of a natural 1 or 2 to oppose the Will save (where 2 is a failure) the foe instantly suffers from one of these effects like the previous Dreamray ability.

Disarming Dreamray
As a standard action the character can ‘shoot’ a dreamray targeting the foe’s weapon, in an attempt to disarm the opponent. Spell Resistance does not help here. Instead of making a Will save the foe must make a Fortitude save (DC = 18 + Wisdom modifier) or be disarmed. To all onlookers, it would appear as though the foe randomly dropped his/her weapon against his/her will. The foe can see a purple ray strike the weapon and is struggling against it. The foe gains no attack of opportunity against the character and there are no repercussions available if the Disarm attempt fails.

Dreamconcealement
The character is able to project dreams and is effectively able to Hide in Plain Sight, as the Ranger from the PHB, with no restriction to terrain.

Greater Dreamray
The Dream Lord now is able to shoot the most potentially damaging rays. On a roll of a natural 1, 2 or 3 to oppose the Will save (where 2 or 3 is a failure) the foe instantly suffers from one of these effects like the previous Dreamray abilities.

Dreamsight
The character gains blindsight to a range of 60ft. It can be suppressed and normal sight can be used instead (free action).

Dream Grapple
As a standard action the character can ‘shoot’ a dreamray, in an attempt to grapple the opponent. Instead of making a Will save the foe must make a grapple check versus the DC (Will save DC = 27 + Wisdom modifier) or be caught in a grapple. To all onlookers, it would appear as though the foe was strangling him/herself. The foe can see a purple ray wrapping around his/her neck and is struggling against it. The foe gains no attack of opportunity against the character and there are no repercussions available if the Disarm attempt fails. Every round the grapple is maintained, the foe must take another grapple check. For each grapple maintained, the Dream Lord loses one Dreamray attack per round. For example, with 2 attacks a round at level 12 Dream Lord (minimum level 17 total CL), two grapples can be successfully maintained at any one point. Because there is no-one for the foe to grapple against the rules are a little different. For warrior classes, attacks against other creatures can be made (- x from attack roll where x is the character's Wisdom modifier). For spell-casters spells can be cast, but to cast a spell they must pass a concentration check (DC = 20 + spell level). All foes grappled cannot move. The Dream Lord can end the grapple as an immediate action.

Foresight
As the spell, the character is constantly under the effects of Foresight; it targets the character.

Dreamperfection
The Dream Lord has reached the pinnacle of perfection in his/her arts. The character gains spell resistance CL + 10. A number of times per day equal to the Dream Lord’s Wisdom modifier, the character can make a target suffer from the Insanity spell as a swift action. The Insanity spell is cast as a spell-like ability. Spell resistance counts.
JoshuaZ

08-25-07, 01:42 PM
The class is interesting and somewhat flavorful. However, as it stands it is has many problems. As a flavor matter, I don't see the connection between dreams and not having spells available. There are also a variety of mechanical issues. First, the cost of losing all spell-casting even as it is progressive seems to be way too demanding for anyone to go very high in the class. Second, this spell-casting loss would be potentially abusable by casters such as bards who never get higher level spells anyways. Third, , since cantrips are all but useless at higher levels, the current breakdown begs for a 1 level dip

Suggested changes:
First, remove progression of previous arcane class at level 1, to prevent a 1 level dip.
Second, at each level where you lose a spell-level, instead of losing all spell-casting at that level, lose 3 spell slots of that level and make it so that you cannot progress to that level of Dream Lord if you do not have such slots to lose.
Athaal

08-25-07, 01:57 PM
ok good ideas


will do
Athaal

08-25-07, 02:08 PM
As to the 'loss of spell - dream' connection, there is none. Its simply that in learning the Dream Lord abilities, Spell casting abilities dwindle.
Athaal

08-25-07, 02:15 PM
One problem with the lack of previous arcane level gain is that at level 18 (or previous 5/Dream Lord 13) the character gains and loses ninth level spells, and doesn't get 9th level spells until level 20, unless the character has extra-ordinary intelligence. Infact, looking at the wizard table on page 55 PHB, that will be the same for 8th, 7th, etc.

well, just COPE u Dreamers
boots_pimpleton

08-26-07, 09:05 PM
hrmm, seems alot like the Dream Lord is more of a mind affecting alternate magic user.
As such, I think all the abilities should be attributed as such, just a mechanics change so that running into contructs wouldnt cause problems.

In addition to that, I think the ability shouldn't be a ray per say. I would think that the ability to negate this affect by a saving throw would mandate that this ability should be an auto hit, thus making the term ray useless.

Also, I think that the Dream Lord should retain his/her spells (and not be able to cast ANY spell) and progess to the ability of sacificing those spells as ammunition for the Dream Lord's abilities.

Here is what I think the Dream Lord should have instead of its grated abilities, under each of the appropriate headings, coloured red
(keep the other abilities, they are fine)

Spellcasting: At each new Dream Lord level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had gained a level in a spellcasting class to which you belonged before adopting the prestige class. You do not gain any other class benefit a member of that class would normally gain. If you had more than one spellcasting class before becoming a Dream Lord, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

Dreamray Ability
As an attack action (thus multiple uses are permited in a full attack action by BA), the character can unleash a dreamray at a target by sacrificing an available spell or spell slot. As a free action at the start of one's turn, one may sacrifice a spell and apply its level to all Dream Lord abilities and this sacrificed spell counts for an entire round. The target can see the dreamray as a purple bolt, appearing not unlike an eldritch blast in colour. However the character must have line of sight to the target. Since the character does not fire a real bolt or ray, it is simply imagined, AC will not protect against such attacks. The foe must pass a Will Save (DC = 18 + Wisdom modifier + spell level sacrificed) or be ‘struck’ by the imagined dreamray. When firing a dreamray, all other characters and foes will see no action or movement from the character, yet the foe targeted will see the character creating a purple eldritch bow and firing a purple eldritch arrow/ray. If the foe fails to pass the will save, he/she will be struck for 1d6 per spell level sacrificed (1d4 for cantrips)+ character’s Wisdom modifier damage. Although a spell-like ability, spell resistance can be used to negate damage (caster level is as a wizard of the same level + spell level sacrificed). On a roll of a natural 1 to oppose the Will save the foe instantly suffers from one of these effects. The Dream Lord chooses and effect at or lower than the level of the spell sacrificed:
Level of spell Effect
0-1 Frightened
2-3 Panicked
4-5 Nauseated
6-7 Exhausted
8 Confused
9 Stunned

Improved Dreamray
The Dream Lord now is able to shoot more potentially damaging rays. On a roll of a natural 1 or 2 to oppose the Will save (where 2 is a failure) the foe instantly suffers from up to 2 of these effects (depending on the spell level sacrificed, this may only for allow for 1) like the previous Dreamray ability.

Disarming Dreamray
As a standard action the character can ‘shoot’ a dreamray targeting the foe’s weapon, in an attempt to disarm the opponent, by sacrificing a spell. Spell Resistance does not help here. Instead of making a Will save the foe must make a Fortitude save (DC = 18 + Wisdom modifier + spell level sacrificed) or be disarmed. To all onlookers, it would appear as though the foe randomly dropped his/her weapon against his/her will. The foe can see a purple ray strike the weapon and is struggling against it. The foe gains no attack of opportunity against the character and there are no repercussions available if the Disarm attempt fails.

Greater Dreamray
The Dream Lord now is able to shoot the most potentially damaging rays. On a roll of a natural 1, 2 or 3 to oppose the Will save (where 2 or 3 is a failure) the foe instantly suffers from up to 3 of these effects (depending on level sacrificed, this may only for allow for 1 or 2) like the previous Dreamray ability.

Dream Grapple
As a standard action the character can ‘shoot’ a dreamray, in an attempt to grapple the opponent, while sacrificing a spell. Instead of making a Will save the foe must make a grapple check versus the DC (DC = 27 + Wisdom modifier + spell level sacrificed) or be caught in a grapple. To all onlookers, it would appear as though the foe was strangling him/herself. The foe can see a purple ray wrapping around his/her neck and is struggling against it. The foe gains no attack of opportunity against the character and there are no repercussions available if the Disarm attempt fails. Every round the grapple is maintained, the foe must take another grapple check. If the Foe ever fails thie grapple check while rolling a 1, 2, or 3 this foe suffers the same effect as if he/she/it failed the dreamray attack. For each grapple maintained, the Dream Lord loses one Dreamray attack per round but doesnt need to sacrifice another spell. For example, with 2 attacks a round at level 12 Dream Lord (minimum level 17 total CL), two grapples can be successfully maintained at any one point. Because there is no-one for the foe to grapple against the rules are a little different. For warrior classes, attacks against other creatures can be made (- x from attack roll where x is the character's Wisdom modifier). For spell-casters spells can be cast, but to cast a spell they must pass a concentration check (DC = 20 + spell level). All foes grappled cannot move. The Dream Lord can end the grapple as an immediate action.