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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

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 own 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 ngers 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 difcult 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 sacrice of time and energy
when it brings expressions of wonderment or dread upon a
players face as the world he thought he knew turns out to be a
horse of a different color.

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 nd 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 owing is a brief breakdown
of what lies within the chapters of Dreamscapes:

Part I: Facets of the Dream Plane

Chapter 1Sleep 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 characters ability to
exaggerate their abilities in the Dream Plane and even inuence
the reality of the Dream Plane itself.
Chapter 2To 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 specic 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 3Why 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 benets 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 specically 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 4Boldness 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
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new dream-oriented magic items for use in the
Dream Plane.

Appendices:

Appendix AMonsters 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 ramication 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 signicant 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 pastthey speak
Like sybils of the future; they have power
The tyranny of pleasure and of pain;
They make us what we were notwhat they will,
And shake us with the vision thats gone by,
The dread of vanished shadowsAre 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 esh.
I would recall a vision I dreamed
Perchance in sleepfor 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 t their own
interpretation of what characteristics such a plane would have.

What Type of Plane?


There are ve 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 denitely
deviates from this standard reality that is represented by the
Material Planes 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 ery 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 reect 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
lter out into the other planes a place where
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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 nal 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 nal resting place for fey and
elves. A neutral Dream Plane would be slightly more stable and
predictable, only inuenced 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 nd 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
ones 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 conict, 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 nite 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 difcult 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 specic 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 difcult 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 reect
the vision and desires of its native inhabitants.
Another important aspect of a demiplane to consider is who or
what created it in the rst 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 inuence
the Dream Demiplane, simply watch over it for amusement, or
have some other purpose in mind? Is it a place where the deitys
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 specic 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 innite 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 difcult 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 nd 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 rmament, which lays
beneath ones 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
items creation. This items 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
items 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 ne for any type of Dream
Plane, although it is recommended to use the Astral Planes
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 ght a
delaying action in hopes of replenishing themselves at the turning
of the cycle.
Whether a Dream Plane has normal, owing, or erratic time
would make little difference to the worlds 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 esh, 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 individuals 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 ones 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 days 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 benets 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 rst 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 innite in size and shape, though a


Dream Demiplane would be nite in size and therefore have a
denable 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 innite Dream Plane would likely have a
sense of unfettered prospects for the future and possibilities
for experience, whereas those of a nite plane would be more
experienced with the concept of boundaries and the dangers of
pushing past them.
As for a nite 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 ones 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 uctuates 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 nd
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 ones 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: Innite for non-demiplanes and nite or
self-contained for a demiplane.

New Shape and Size Traits


Predictable Shifting: A predictable shifting plane is a nite
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 nite 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 nite 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 specic creatures, objects, or groups of
individuals. This allows adventurers to have greater inuence
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 ones every thought or are only certain thoughts
realized within it? How does the world react to passing whim
or eeting desire? Could the various aspects of an individuals
personality become personied? After all, the Dream Planes
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 ones 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 rm 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 Planes environs. The natives of this Dream Plane would
be poignant and colorful characters each with their own personal
magnetism and inuence 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 Planes 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 inuence 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 conict would
be changed as attrition of forces would be impossible. Instead
imprisonment and planar exile might become the only means to
quell ones 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 planes 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 deitys 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 characters 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
characters 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 characters current

setting and needed by the character, such as a bottle of whiskey


at a bar to crack over another patrons head, a guard answering
a characters 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 brigands
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 nd 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 specic 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
characters 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 t 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 selsh 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 difcult 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 nd 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.

11

Example Dream Planes


With a wide variety of traits to choose from GMs can make a
unique Dream Plane to t 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 reect 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
inuence as he sees t.
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 unmodied 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 casters 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 items or spell-like
abilitys use limit.
The spell functions normally.
The spell functions normally, but any material components are not consumed. The spell is not
expended from the casters 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 items or spell-like abilitys 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
reects 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 inuential 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 days 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 unmodied level. As
with the Quicken Spell feat, only one quickened spell can be cast
per round.

13

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 ow
in a predictable fashion. Every eight hours by Material Plane
standards the time ow within the Plane of Essence changes
occurring to the following table.

damage is one-fth (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 creatures AC bonuses and essential objects hardness
are only one-fth 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 unmodied 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 gments. As
such, the forces, objects, and creatures created by these spelllike abilities are actually one-fth (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-fth 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-fth the hit
points of normal objects and creatures of its kind (regardless
of whether its 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 creatures

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 nd
themselves in the midst of a tumultuous battle between the
fractious elements of a deitys 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 Morpheuss 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 difcult
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
casters enemies in a concrete way)
may, at the casters 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 unmodied level.
Impeded spells: Spells and spelllike abilities that have a direct benecial
effect (by granting a bonus or by
providing some effect that concretely
aids the caster or his allies) or use planar
travel are impeded.

15

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 nd 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 oor.
Not all stairwells lead to where one might think and often there
is more than one stairwell upon a particular oor. 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
lled 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 Towers 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 oors 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
Difculty Class for skills checks increase by 2
for every oor a character has won through, up

to a maximum increase of 20. The Endless Tower seeks to make


things more difcult 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 inuence 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 characters effective character level and usually
modied by its Charisma modier. 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
benets 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 creatures 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 creatures total dream
points use the following formula:
Total Dream Points = (Effective Character Level or CR +
3) x (10 + Charisma modier).
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 modier or the modier 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
Halings
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 modier rather than his Charisma modier.
Temporary Ability Increases: Some extraordinary, spells,
spell-like and supernatural abilities grant temporary increases
to ability scores. The increase in ability scores increases the
characters 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 rst the way temporary hit
points are.)
For example, a 5th-level character with a 16 Charisma that has
eagles 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 eagles 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 Benet: Activate the dream benet 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 sacrice 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 conrmation, 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 characters current dream point total.
When the temporary dream points go away, the characters dream
points drop to his current dream point total. If the characters
dream points are already below his current dream point total at
that time, all the temporary dream points have already been lost
and the characters 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 characters 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 wont raise a characters
current dream points higher than his full normal dream point
total.

Dream Modiers and Extra Dice


The expenditure of dream points can result in a dream
modier that overshadows the die roll. This is especially true in
regards to skill checks and attack and damage rolls modied by
the dream benets of feats, which can have dream modiers well
beyond a +10 dream bonus. Such high dream bonuses make the
roll much less important than the modier. 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


modier one should roll an extra damage die of the same type:
Table 1.7: Dream Modier to Extra Dice Conversion
Base Damage Dream Modier/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 reect the ckle 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 modiers as is or perhaps only convert to extra
dice after a certain dream modier threshold is reached. In the
end, it is the GMs call and it is encouraged that it be shaped and
modied 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 characters 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 creatures dream mark is unique to each individual and
typically indicates the base creatures 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 modier) 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 modier) dream points. This
makes the expenditure of dream points a much more difcult
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 creatures 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 modied by the
creatures dream point ability score modier. 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 reecting such self sacrice. Of course
this is a ne 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 rst try you
lose the ability to stop it from occurring.

9 or less

Insignicant

Minimum
ECL*
1

1019

Minor

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

2024

Signicant

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.

2529

Major

This means that the backlash signicantly 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
signicant 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 insignicant
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 insignicant backlash, if he rolls a 2 or 3 he suffers a minor
backlash, but if he rolls 1 he would suffer a signicant 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 insignicant backlash, if he rolls between
2 and 7 he suffers a minor backlash, but if he rolls 1 he would
suffer a signicant 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 signicant. 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 characters 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.
Insignicant Backlashes: Insignicant 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 insignicant
backlashes should probably be determined by the GM.
Signicant Backlashes: Signicant 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 benet 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 esh is heir to, tis a consummation
Devoutly to be wishd. To die, to sleep;
To sleep! perchance to dream: ay, theres the rub;
For in that sleep of death what dreams may come
When we have shufed 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 benets 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 ght, ee, 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 nd 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, deaths 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 ght scenes of its own where
multiple opponents are staggered and ghting 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 ghting 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 5thlevel 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
characters Constitution modier (modiers 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 characters 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 characters
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 5thlevel 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 nd 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 characters 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
Haling
60-80
Human
81-100 DMs 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 DMs 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 ghter 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 characters 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 characters psyche.
Perhaps the experience of a different occupation might change an
awakened characters views of others within the waking world;
such as the ghters once wary opinion of the partys 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 wont
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 characters 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 rm desire
upon the characters 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 t. 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 modier. 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
t. 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 difculties for players as out-ofcharacter information and meta-gaming can be difcult to avoid
in an adventure where the player knows he is dreaming, but
his character should not. It may also be difcult for a player to
role-play a characters suspension of disbelief as he experiences
outlandish environments and eccentric creatures for the rst time.
After all, if a character nds 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 wont 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 t each character. Traits essentially dominate a
characters 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 (specic humanoid)
36-55
Monster (specic monster; cannot choose humanoid
or outsider)
56-80
Occupation (specic occupation/class)
81-90
Outsider (specic outsider)
91-100 Religion (specic 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
characters hesitation to strike and desire to trust the creature he
adores. If the character makes a Will save (DC 10 + 1/2 adored
creatures HD + the adored creatures Charisma modier) he may
ignore his normal adoration for a specic 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 Reex saves made to resist spells,
spell-like, and supernatural abilities used against him by others.
These penalties come from the characters 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
creatures HD + the hated creatures Charisma modier) he may
ignore his normal enmity for a specic creature for one day.
Table 2.5: Obsession List
d%
Obsession
01-15
Compulsive worrying (specic thing or person one
worries about constantly)
16-30
Counting Compulsion (specic lucky number or
counting in general)
31-45
Hoarding Compulsion (specic 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 (specic type of environment
which one cannot resist exploring, i.e. caves, forests,
etc)
71-80
Obsession with Contamination (desire to keep ones
physical or spiritual cleanliness)
81-90
Pathological Doubt (specic type of danger one
constantly worries about and prepares for)
91-100 Repetitive Thoughts (specic images or events one
constantly thinks about)

24

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
rst. If the hour comes rst, 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 specic animal)
21-25
Arsonphobia (fear of re)
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 specic monster)
56-60
Necrophobia (fear of death/dead things)
61-65
Number Phobia (fear of specic number)
66-70
Occupational Phobia (fear of specic occupation/
class)
71-75
Onomatophobia (fear of specic word or name)
76-80
Photphobia (fear of light)
81-85
Pteronophobia (fear of ying)
86-90
Sciaphobia (fear of shadows)
91-95
Seleneophobia (fear of the moon)
96-100 Vermin Phobia (fear of specic 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 ees 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 benets 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 benets 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 characters 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 benets 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 characters
mind. For example, a character could be enchanted while in his
dreams with the subconscious desire to do a particular creatures
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 rsthand. 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 sacrice an NPC,
thus revealing the true nature of the Dream Plane as a truly
dangerous place. This method does have its benets however,
since slumbering characters effectively are in as much danger
when they ght 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 characters 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 specic 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 characters 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 characters 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 nished, 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 characters 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.

25

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 t 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
specic 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 characters conscious connection to the Dream Plane
could lead to such intense summonings that he need not even be
in a trance to nd 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
specic 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 species 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 characters
entrance against his will. If the GM wants an even more
irresistible pull, the Will save can be modied 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 characters
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 difcult 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 loves rst 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 characters
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 ones natural
reactions to outlandish situations can be used to fuel a characters
response.
No matter how awakened characters enter the Dream Plane,
they arrive within a quasi-real form that reects 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 characters 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 benets 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 difcult 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 nal
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 GMs 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 specically 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 characters 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 benet 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 characters 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 characters 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 benets while in the Dream Plane.

An alternative to the above would be to only have specic


effects or conditions carry over to the awakened characters
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 signicant 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 rst 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 specic 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 sacrice
upon the characters 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 ip 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 casters
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 characters body creates a number of
questions. A GM could simply rule the destruction of the physical
body results in the awakened characters 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
characters 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 nd 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 characters 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.

28

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 rst-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 ll 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 characters 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 characters 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 Planes
existence, and those few who nd 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 characters 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
owing 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 nd 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 ramications 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 eld 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 characters personality.
Corporeal characters have access to all of the surreal class
features, dream benets 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
difcult 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
characters home plane. To portray such nuances a GM might
have the Dream Plane react to the death of a corporeal being in
a manner reective 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 characters
environment and in particular the characters killer. Rebirth
weaves, on the other hand, are usually benecial 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 Difcult 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
Insignicant 1
10

Minor

20

Signicant

30

Major

40

Massive

12

50

Worldaltering

16

Effect
This means that the death or rebirth weave is really only for avor and should be
no more signicant to the characters killer or reviver than a 0-level spell, often
less so.
This means that the death or rebirth weave is more than merely avorful, but
should still not affect the characters killer or reviver more severely than would a
1st-level spell.
This means that the death or rebirth weave directly affects the characters 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 characters killer
or reviver and/or his environment in a very signicant way. These death or rebirth
weaves should be on par with 4th to 6th-level spells.
These death or rebirth weaves affect the characters 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 characters 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 characters 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.

30

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 planes 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 progenys 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 reect 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 individuals 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
characters 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. Conict 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
Insignicant
7-10
Minor
11-14
Signicant
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
ghts for dominance with the other.
*World Altering shifts last until they are reversed or replaced by another World Altering shift.

31

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 characters Charisma modier). 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 rst round,
the speaker of the trueborns 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 trueborns truename
or until the request is fullled. 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 trueborns 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 benets 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 difcult 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 ramications
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.

32

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
characters 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 characters 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
specic 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 gment 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
characters 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 specic 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 reects their
alignment and gain three subconscious traits chosen by the
GM. Slumbering characters use the gment 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 characters 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 specic 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
characters 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
modier (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 characters 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 characters 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.

33

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 specic 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 creatures 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 creatures 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 creatures 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 creatures 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 creatures Intelligence, Wisdom, or Charisma
modier, 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 creatures 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 benets (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 creatures 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 gment 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 creatures Charisma modier. 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 modier, the base creature
may make a Will save (DC 16). If successful the base creature
can use his dream points as he sees t for one round, whereas
failure means the GM chooses if and how to spend the base
creatures 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 benets (as detailed in Chapter 3) while within the Dream
Plane.

34

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 creatures 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 creatures Charisma modier. 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 benets (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 creatures 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 creatures 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 creatures Charisma modier. 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 benets detailed in Chapter 3. If the
base creature enters another plane, he loses access to the dream
benets until such time as he returns to the Dream Plane.
Level Adjustment: +1.

Note on Level Adjustment


Add this number to the base creatures total Hit Dice,
including aspect and class levels, to get the creatures effective
character level (ECL). A characters ECL affects the experience
the character earns, the amount of experience the character must
have before gaining a new level, and the characters starting
equipment. For example, a trueborn dwarf (i.e. stone dwarf) with
one terran aspect level (from the trueborn template) and one
ghter level would be considered a 3rd-level character (1 from
level adjustment + 1 from terran aspect level + 1 from ghter
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 creatures 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 creatures Charisma modier. 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 benets (as detailed in
Chapter Three).

35

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 reect 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 afnity to metal and stone is heightened.
They are also lled 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 ghters 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 modiers instead of their Charisma modiers
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 nd
themselves able to wield cantrips at their whim.

36

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 Prociencies: 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 benets from the awakened elvess
racial Martial Weapon Prociency feats.
Spell-like Abilities: Awakened elves can expend 5 dream
points to cast a 0-level spell from wizards 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
elfs Intelligence modier.
Insightful Mind: Awakened elves may apply their Intelligence
modiers instead of their Charisma modiers 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 bards 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
gnomes Charisma modier.
Inquisitive Mind: Awakened gnomes may apply their
Intelligence modiers instead of their Charisma modiers 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
elfs resistance to dream-oriented spells and enchantment and
the awakened humans 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 modiers instead of their Charisma
modiers when determining their dream points. Every time the
character gains a new level he may opt to change which ability
score modier 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
modiers instead of their Charisma modiers when determining
their dream points.

Awakened Halings
Awakened halings 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 Haling Traits
Improved Racial Skill: Awakened halings 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 halings 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 halings only have to expend 15
dream points to use the heroic surge dream point ability when
using it to move. An awakened haling must have a Dexterity
score of at least 10 in order to use this ability.
Uncanny Throw: Awakened halings 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 haling must have a Dexterity score of at
least 10 in order to use this ability.
Perceptive Mind: Awakened halings may apply their Wisdom
modiers instead of their Charisma modiers 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 modiers instead of their Charisma
modiers when determining their dream points. Every time the
character gains a new level he may opt to change which ability
score modier 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 t a GMs own campaign
setting.
Brainstorming Awakened Racial Traits: Perhaps the most
difcult thing to do when determining awakened racial traits
for creatures not covered in the PHB is to devise a list of racial
concepts that t 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 creatures 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 races 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 benet 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 benet.
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 creatures 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 reect 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 afnity 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 rma.
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, re),
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 ghters
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
ghter feat (for which the meet the abovementioned criteria) for
one encounter, instead of one round.
Pragmatic Mind: Trueborn dwarves may apply their Wisdom
modiers instead of their Charisma modiers when determining
their dream points.

Trueborn Elves
Trueborn elves are extraordinarily adroit and clever in their
actions. They have great inuence 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 Prociencies: 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 benets from the trueborn elves
racial Martial Weapon Prociency 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 wizards 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 elfs Intelligence
modier. Trueborn elves also can expend 15 dream points to
cast 1st-level spells from the wizards 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 elfs Intelligence
modier.
Insightful Mind: Trueborn elves may apply their Intelligence
modier instead of their Charisma modier when determining
their dream points.

39

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 reect this connection.

Trueborn half-elves have the adroitness and air afnity of their


elven blood and daring exibility 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, re), 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 bards 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
gnomes Charisma modier. Trueborn gnomes also can expend
15 dream points to cast 1st-level spells from the bards 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
gnomes Charisma modier.
Inquisitive Mind: Trueborn gnomes may apply their
Intelligence modier instead of their Charisma modier 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 modier instead of their Charisma
modier when determining their dream points. Every time the
character gains a new level he may opt to change his dream point
ability modier.

40

Trueborn Half-Orcs
Trueborn half-orcs have an incredible potency of body and
tenacity of mind. Their aspects are more martial in nature and
reect 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, re), 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
modier instead of their Charisma modier when determining
their dream points.

Trueborn Halings
Trueborn halings have an unmatched nimbleness of body
and incredible intuition for avoiding misfortune. Water is the
element most associated with trueborn halings in the Dream
Plane, perhaps reecting their natural curiosity and wanderlust.
Trueborn halings typically take upon themselves the more
intriguing and light-hearted aspects as they t with their
personality.
Trueborn Haling Traits
Aspect Level: Trueborn halings gain an aspect level from
those listed later in this chapter. They must meet the requirements
for any aspect they take. Trueborn halings 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 halings 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 halings 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 halings only have to expend 15
dream points to use the luck roll dream point ability when making
saving throws.
Heroic Stride: Trueborn halings only have to expend 15
dream points to use the heroic surge dream point ability when
using it to move. A trueborn haling must have a Dexterity score
of at least 10 in order to use this ability.
Uncanny Throw: Trueborn halings 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 haling must have a Dexterity
score of at least 10 in order to use this ability.
Perceptive Mind: Trueborn halings may apply their Wisdom
modier instead of their Charisma modier 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 modier instead of their Charisma modier when
determining their dream points. Every time the character gains a
new level he may opt to change his dream point ability modier.

41

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 t a GMs own campaign
setting.
Brainstorming Trueborn Racial Traits: Perhaps the most
difcult thing to do when determining trueborn racial traits for
creatures not covered in the PHB is to devise a list of racial
concepts that t 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 ts
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 races
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 creatures 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


benets, 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 t 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 afnity bonus
on all skill checks when dealing with creatures or objects
associated with their chosen aspect. If a character gains an
afnity bonus via aspect levels he also gain a deciency 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 characters afnity. The following
table provides a good guideline for determining appropriate
deciencies:
Table 2.9: Afnities and Deciencies
Afnity
Possible Deciencies*
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 deciency.

42

The aspect levels presented below assume the use of the


Dream Point System, but should be easily modied for use
without the system by dropping the Dream Point System specic
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 modier.
Class Skills: The aberrants 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 Prociency: Aberrant characters are
procient with all simple weapons and their choice of any exotic
weapon. Aberrant characters are procient 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 blindsights 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 benets
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 benets from this ability. At 5th level,

Will
Save

Special

+2

Aberration afnity, 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

+1

+0

+0

+3

+2

+1

+1

+3

+3

+1

+1

+4

+3

+1

+1

+4

Aberrant Ability Descriptions


Aberration Afnity (Ex): An aberrant has insight into the
alien mindset of aberrations and gains an afnity 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 deciency 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 specically granted by the
aberrant aspect.
Aberrant Ability (Ex): At 1st level, an aberrant chooses
one of the following aberrant types: alien anatomy, blindsight,
elongated ngers, 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 ve 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 anked, 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 anked, 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 spellcasters 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 benets.
Tertiary Aberration (Ex): At 5th level, an aberrant chooses
another lesser aberrant ability from those presented above and
gains its benets 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 modier.
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

44

Ref
Save

Will
Save

Special

+0

+2

Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Weavecraft


(Int).
Weapon and Armor Prociency: Aligned characters are
procient with all simple weapons and their choice of any martial
weapon. Aligned characters are procient with light and medium
armors, and with shields (except tower shields).
Aligned Ability Descriptions
Alignment Afnity (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 afnity
bonus to all skill checks made in concerns to creatures of that
alignment equal to his aligned level. This afnity however causes
an aligned to have trouble dealing with creatures of the opposing
alignment and causes him to suffer a deciency 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
specically granted by the aligned aspect.
Alignment Ability (Su): At 1st level, an aligned has chooses
an alignment and gains the following benets 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 paladins smite evil ability, but it only works against lawful
creatures) once per day. This ability uses the aligneds 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 benets 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 modier. 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 paladins smite evil ability, but it only works against good
creatures) once per day. This ability uses the aligneds effective

+2

+0

+0

+3

+3

+1

+1

+3

+4

+1

+1

+4

Alignment afnity, 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

+1

+1

+4

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 benets 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 modier.
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
aligneds 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 benets 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 modier. 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 paladins smite evil ability, but it only works against
chaotic creatures) once per day. This ability uses the aligneds
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 benets 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 modier. It is a free action
to activate.
Aligned Caster (Ex): Aligned levels
count towards a spellcasters caster level
when the spells or spell-like abilities are
used on creatures that share the casters
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.

45

Draconic Levels
Draconics vary in appearance and demeanor as greatly as do
the dragons they emulate. They are lled with immense pride
and aficted 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 modier.
Class Skills: The draconics 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 Prociency: Draconic characters are
procient with all simple weapons. They are not procient 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 draconics 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 draconics 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 draconics
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 draconics 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.

Ref
Save

Will
Save

Special

See
Text
See
Text
See
Text
See
Text
See
Text

See
Text
See
Text
See
Text
See
Text
See
Text

Dragon afnity, 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 Afnity (Ex): A draconic has insight into the hearts
of certain types of dragons and gain an afnity bonus to all skill
checks made in concerns to dragons of either the chromatic or
metallic types equal to his draconic level. This afnity to one type
of dragon however causes a draconic to suffer in his interactions
with its draconic counterparts and as such he suffers a deciency
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 specically 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 benets 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 dragons 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 Difculty Class of the breath weapon
is equal to 10 + twice his draconic level + his Constitution
modier. 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 dragons 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 draconics effective character level.

Affected creatures must make a successful Will save (DC 20


+ the draconics Charisma modier) to become unaffected by
the draconics 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 Difculty Class of the breath weapon is equal to 10 +
twice his draconic level + his Constitution modier. At 4th level,
a draconic gains the blue dragons 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 dragons
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 draconics
effective character level. Affected creatures must make a
successful Will save (DC 20 + the draconics Charisma modier)
to become unaffected by the draconics 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 re. At 3rd level, a draconic gains a breath
weapon that creates a 60-foot line of re, which deals 6d8 points
of re damage useable once per day. The Difculty Class of the
breath weapon is equal to 10 + twice his draconic level + his
Constitution modier. 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 dragons 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 dragons
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 Difculty Class of
the breath weapon is equal to 10 + twice his draconic level + his
Constitution modier. At 4th level, a draconic gains the bronze
dragons 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
dragons 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 dragons

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 Difculty Class of the breath weapon
is equal to 10 + twice his draconic level + his Constitution
modier. 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 dragons 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 dragons water
breathing ability. At 2nd level, a draconic gains immunity to re.
At 3rd level, a draconic gains a breath weapon that creates a 30foot cone of re, which deals 6d8 points of re damage useable
once per day. The Difculty Class of the breath weapon is equal
to 10 + twice his draconic level + his Constitution modier.
At 4th level, a draconic gains the gold dragons 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 dragons 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 dragons 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 Difculty Class of the
breath weapon is equal to 10 + twice his draconic level + his
Constitution modier. 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 dragons 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 draconics effective character
level. Affected creatures must make a successful Will save (DC
20 + the draconics Charisma modier) to become unaffected by
the draconics 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 re. At 3rd level, a draconic gains a breath weapon
that creates a 30-foot cone of re, which deals 6d8 points of
re damage useable once per day. The Difculty Class of the
breath weapon is equal to 10 + twice his draconic level + his
Constitution modier. 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 dragons 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 draconics effective character level. Affected

creatures must make a


successful Will save (DC 20 + the
draconics Charisma modier) to become
unaffected by the draconics 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
dragons 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
Difculty Class of the breath weapon is equal to 10 + twice
his draconic level + his Constitution modier. At 4th level, a
draconic gains the silver dragons 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 dragons 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


dragons 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 Difculty Class of the
breath weapon is equal to 10 + twice his
draconic level + his Constitution modier.
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 dragons
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 draconics effective character
level. Affected creatures must make a successful Will
save (DC 20 + the draconics Charisma modier) to become
unaffected by the draconics 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
spellcasters 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 re-born are erce and fervent when compared to the
water-borns 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 modier.
Class Skills: The elemental-borns 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 re
elemental characters gain Climb (Str) and Jump (Str).
Weapon and Armor Prociency: Elemental-born characters
are procient with all simple weapons. Air elementals are
procient with all martial piercing weapons. Earth and water
elementals are procient with all martial bludgeoning weapons.
Fire elementals are procient with all martial slashing weapons.
They are not procient with any type of armor or shield.
Saves: Air and re elemental characters have good Reex
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 specically 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 re, which means it
takes half again as much (+50%) damage as normal from re,
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 benets 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-borns gains a +1 deection 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 deection 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 afnity, elemental blooded, elemental weakness, lesser elemental ability,


elemental resilience +1
Darkvision, elemental ability, elemental immunity, elemental resilience +2, +1 Dexterity
(air, re) 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, re) or +1 Strength
(earth, water)
Elemental movement, elemental resilience +5, superior elemental ability

Elemental-born Ability Descriptions


Elemental Afnity (Ex): An elemental-born must choose
one of the following: air, earth, re, or water. An elementalborn has insight into creatures of his chosen elemental type
and gain an afnity bonus to all skill checks made in concerns
to elementals of that type equal to his elemental-born level.
This afnity however causes an elemental-born to have trouble
dealing with elementals of the opposing type and causes him
to suffer a deciency 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-

deection 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 deection 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-borns 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
borns attack bonus increases to +2 and its
extra damage to 1d4 points. At 4th level, the
elemental-borns attack bonus increases to +3

and its extra damage to 2d4 points. At 3rd level, the elementalborns 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-borns unarmed or metallic weapon attacks deal
1 point of re damage on a successful attack. Creatures struck
by the elemental-borns unarmed or metallic weapon attacks
must make a Reex save (DC 10 + re damage dealt by attack)
or catch re. Creatures that have caught re take 1d6 points of
re damage immediately. In each subsequent round, the burning
character must make another Reex saving throw. Failure means
that he takes another 1d6 points of re damage. Success means
that the re has gone out and the opponent is no longer on re.
A character on re may automatically extinguish the ames by
jumping into
enough water to
douse himself. If
no body of water
is at hand, rolling
on the ground or
smothering the
re with cloaks or
the like permits
the character
another save with
a +4 bonus. Those
unlucky enough to
have their clothes
or equipment
catch re must
make Reex save
(DC 10 + re
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-borns unarmed and metallic weapon attacks
deal 1d4 points of re damage. At 4th level, the elemental-borns
unarmed and metallic weapon attacks deal 2d4 points of re
damage. At 5th level, the elemental-borns unarmed and metallic
weapon attacks deal 3d4 points of re 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-borns gains a +1 deection 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 deection 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 deection 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 deection 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 spellcasters 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), re (re),
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), re (re), or water (cold). An elementalborn can use this ability once per day and it deals 6d8 points
of damage (Reex save DC 10 + 1/2 his HD + his Constitution
modier 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. y speed with
good maneuverability, earth grants elemental-born the earth glide
ability of an earth elemental, re 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 fulll 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 modier.
Class Skills: The fey-bloodeds 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 Prociency: Fey-blooded characters are
procient with all simple weapons. They are not procient 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 y speed increases to a 40 ft.
base. At 4th level, his maneuverability increases to good. At 5th
level, his y 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 nymphs 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-bloodeds level
+ his charisma modier). 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 modier). At 4th level, a fey-blooded
gains a +1 aspect bonus to Charisma. At 5th level, a fey-blooded
gains the nymphs 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-bloodeds level + his charisma
modier).
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 afnity, fey blooded, lesser fey ability, fey caster, fey quickness +1

+1

+0

+3

+3

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

+1

+1

+3

+3

Improved fey ability, spell resistance; fey quickness +2

+2

+1

+4

+4

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

+2

+1

+4

+4

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

Fey-blooded Ability Descriptions


Fey Afnity (Ex): A fey-blooded has insight into fey and gain
an afnity 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 deciency 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 specically 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. y 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 nd
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. y speed
at average maneuverability. At 2nd level, a fey-blooded gains
the Hover feat for free. At 3rd level, his y
speed increases to a 40 ft. base. At 4th level, his
51
maneuverability increases to good. At 5th level,
his y 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, Reex
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
Reex 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, Reex
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
Reex 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 spellcasters 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).
Feys 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 benets 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 modier.
Class Skills: The green-hearts 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 Prociency: Green-heart characters are
procient with all simple weapons. They are not procient 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 re 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 re resistance to 10.
At 5th level, his electricity resistance increases to 25 and re
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 re
resistance 5. At 3rd level, a green-heart gains the improved grab
ability. At 4th level his cold and re resistance increase to 10. At
5th level, a green-heart gains the constrict special attack.
Green Caster (Ex): Green-heart levels count towards a
spellcasters 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 afnity, green blooded, lesser green ability, green caster, greenmind +1, natural armor +1
2nd green body, green ability, green-mind +2, low-light, +1 Wisdom

+1

+3

+0

+0

+2

+3

+1

+1

+3

+4

+1

+1

+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 Afnity (Ex): A green-heart has insight into plants
and gain an afnity 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 deciency 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 specically 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 benets 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 personications of darkness to heralds
of the light. They can be shadowy gures 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 modier.
Class Skills: The luminarys 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 Prociency: Luminary characters are
procient with all simple weapons. Luminary characters are
procient 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 benets 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
modier), 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 benets 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

+1

+0

+0

+3

+2

+1

+1

+3

+3

+1

+1

+4

+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 luminarys aura takes
precedence and that luminaries of equal luminary level cancel
out each others 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
spellcasters 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 benet 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 auras
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 amplied 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 lls them and their allies with condence.
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

Ref
Save

Will
Save

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 modier skill points per level, paragons
of Dexterity and Wisdom gain 4 + Int modier skill points per
per level, and paragons of Strength and Constitution gain 2+ Int
modier skill points per level.
Class Skills: The paragons 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 Prociency: Paragon characters are
procient with all simple weapons. They are not procient
with any type of armor or shield. Paragons of Strength are
procient with all martial melee weapons. Paragons of Dexterity
are procient with all martial ranged weapons. Paragons of
Constitution and Wisdom are procient 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 Reex 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 Reex 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
spellcasters 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 re 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 modier. 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
modier 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 reection 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 nd 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 Prociency: Planar characters are
procient with all simple weapons and their choice of any one
martial weapon. They are procient with light and medium
armor, but not shields.
Planar Ability Descriptions
Planar Afnity (Ex): A planar has insight into the planar
psyche and gain an afnity 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 afnity 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 deciency 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 specically 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 benets it grants by one
half and a +4 aspect bonus to Fortitude saves against poison. At

Ref
Save

Will
Save

Special

+0

+2

Planar afnity, 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

+3

+0

+3

+3

+3

+1

+3

+4

+4

+1

+4

+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 modier.
Class Skills: The planars 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 petrication. At 3rd level,


a planar gains immunity to electricity. At 4th level, a planar gains
the archons tongues supernatural ability. At 5th level, a planar
gains the archons aura of menace, except the Difculty Class is
equal to 10 + half his character level + his Charisma modier.
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 balors see invisibility ability. At 3rd level, a planar gains
immunity to electricity. At 4th level, a planar
gains the demons telepathy ability at a range of
57
100 feet. At 5th level, a planar gains the balors
aming 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 baatezus see in darkness ability. At 3rd level,
a planar gains immunity to re. At 4th level, a planar gains the
devils telepathy ability at a range of 100 feet. At 5th level, a
planar gains the pit ends fear aura, but with a Difculty Class
equal to 10 + half his character level + his Charisma modier.
Janni: At 1st level, a planar gains the Dodge and Improved
Initiative feats. At 2nd level, a planar gains the jannis 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, re, or electricity. At 4th level, a planar gains the jannis
telepathy ability at a range of 100 feet. At 5th level, a planar gains
the ability to y at half his base speed at perfect maneuverability.
Planar Caster (Ex): Planar levels count towards a
spellcasters 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, re, 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 re 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 modier.
Class Skills: The terrans 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 Prociency: Terran characters are
procient with all simple weapons. They are procient 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

Ref
Save

Will
Save

Special

+0

+0

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

+1

+3

+0

+0

+2

+3

+1

+1

+3

+4

+1

+1

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

+3

+4

+1

+1

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

Terran Ability Descriptions


Terran Afnity (Ex): A terran has insight into creatures that
speak Terran as a language and gain an afnity bonus to all skill
checks made in concerns to creatures who speak Terran equal
to his terran level. This afnity however causes a terran to have
trouble dealing with creatures who speak Auran and causes a
terran to suffer a deciency 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 specically 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 re resistance 5, which stacks with the
re 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 re resistance 5, which stacks with the
re 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
spellcasters 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 modier. 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 terrans
type, though only for purposes of defeating a
creatures damage reduction.
60

Totem Levels
Totem are wild and untamed in spirit, each a reection 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 modier.
Class Skills: The totems 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 Prociency: Totem characters are
procient with all simple weapons. They are procient 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 y at a 30 ft. y 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

Will
Save

Special

+2

+0

Animal reexes +1, lesser totem ability, totem afnity, totem companion, +1 Wisdom

+1

+3

+3

+0

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

+2

+3

+3

+1

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

+3

+4

+4

+1

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

+3

+4

+4

+1

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

Totem Ability Descriptions


Totem Afnity (Ex): A totem has insight into the hearts of
animals and gain an afnity bonus to all skill checks made in
concerns to animals equal to his totem level. This afnity to
animals however causes a totem to suffer in his interactions with
vermin and as such a totem suffers a deciency 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 y at a 20 ft.
y 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 y at a 30 ft. y 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 y
at a 30 ft. y 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 totems Constitution modier.
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
spellcasters 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 Reexes (Ex): At 1st level, a totem gains a +1 aspect
bonus to Initiative and Reex 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 totems 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 animals 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 druids
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
benets 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 doesnt 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 characters 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 characters 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 ghting 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 barbarians
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 ght even after
he has gone below his death threshold, which is equal to 0 the
barbarians 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 barbarians rage
ends, although allies may prematurely end their rage. At the end
of the rage, the barbarians allies lose the rage modiers 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 bet 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 Reexes,
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 bards 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
musics 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 musics 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 bards 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 bards 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 clerics 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 clerics 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 Afnity, Augment
Summoning, Great Fortitude, Iron Will, Natural Spell, SelfSufcient, 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 rangers level, but make the
following changes.
Racial Dream Traits: Animal companions would gain
racial dream traits depending upon the druids 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 druids dreamer type.
Ranger animal companions use the rangers dreamer type.
Share Feats (Ex): At the druids 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 benet. 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 rangers 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 Reex saving throw. This
is a free action.

Fighter
Fighters are capable of extraordinary exploits upon the
battleelds 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 ghter may expend 5
dream points to gain temporary access to one of the ghter 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 ghter must
meet the prerequisites of the feat in order to use it and its effects
last only for the duration of one encounter. A ghter can only
access one extra feat per encounter. This is a free action.
At 12th level, a ghter may expend 15 dream points to access
two feats of battle per encounter.
At 20th level, a ghter may expend 30 dream points to access
three feats of battle per encounter.
Fighters Sacrice (Ex): At 4th level, a ghter may sacrice
Base Attack Bonus for one encounter to gain temporary dream
points to power his surreal ghter class features or activate the
dream benets of any feats that appear on the above feats of
battle list. For each point of Base Attack Bonus sacriced the
ghter gains ten temporary dream points that he can expend
during that encounter. This is a free action.
Dream Skill (Ex): At 8th level, a ghter selects one ghter
class skill, when using the improved class skill dream point
ability in conjunction with this class skill the ghter gains a +2
dream bonus per dream point expenditure.
At 16th level, a ghter chooses one more ghter class skill for
dream skill augmentation.
Weapon Mastery (Ex): At 8th level, a ghter
may expend 40 dream points to be able to re-roll
65
one melee or ranged damage roll each round for
one encounter. The ghter takes the better of the

two results. This is a free action.


Paragon of Martial Prowess (Ex): At 16th level, a ghter
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-ght, Combat Expertise (Improved Disarm, Improved
Feint, Improved Trip, Whirlwind Attack), Combat Reexes,
Deect Arrows, Dodge (Mobility, Spring Attack), Endurance
(Die Hard), Exotic Weapon Prociency, Great Fortitude,
Improved Critical, Improved Grapple, Improved Initiative, Iron
Will, Lightning Reexes, 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 rst 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.
Monks Sacrice (Ex): At 4th level, a monk may sacrice
Base Attack Bonus for one encounter to gain temporary dream
points to power his surreal monk class features or activate the
dream benets of any feats that appear on the above feats of
focus list. For each point of Base Attack Bonus sacriced 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 Afnity, Blind-Fight, Endurance
(Diehard), Extra Turning, Great Fortitude, Improved Critical,
Improved Shield Bash, Improved Turning, Iron Will, Lightning
Reexes, 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 paladins Charisma modier
and become immune to fear and disease. This is a free action.

The Paladins Mount


The paladins mount has a wide range of abilities that it gains
while within the Dream Plane. Use the base statistics for the
mount of the paladins level, but make the following changes.
Racial Dream Traits: Paladin mounts would gain racial
dream traits depending upon the paladins 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 paladins mount has its own pool of dream points based
upon it Hit Dice and the paladins dreamer type.
Share Feats (Ex): At the paladins option, he may have any
feat he gains through the feats of zeal surreal class feature also
affect his mount. The paladins 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 benet. The feat stops
affecting the paladins 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 paladins mount can expend
5 dream points to extend the range for the share spells and share
feats paladins 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 Reex 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 Afnity, Athletic,
Blind-Fight, Endurance (Diehard), Great Fortitude, Lightning
Reexes, Negotiator, Point Blank Shot (Far Shot, Precise Shot,
Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot),
Run, Self-Sufcient, 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 rangers 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 nding trouble and an equally
unexplainable air 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 Reexes, Dodge (Mobility,
Spring Attack), Improved Critical, Improved Initiative,
Investigator, Lightning Reexes, 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.
Sorcerers Sacrice (Su): At 4th level, a sorcerer may
sacrice spells to gain temporary dream points to power his
surreal sorcerer class features, activate the dream benets of any
feats that appear on the above feats of sorcery list, or use spell
templates. Each spell sacriced the sorcerer gains a number of
temporary dream points equal to ten times the level of the spell
sacriced (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 sorcerers
level + the sorcerers Charisma modier (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 wizards level, but make the following changes.
Racial Dream Traits: Spellcaster familiars would gain
racial dream traits depending upon the spellcasters 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 spellcasters familiar has its own pool of dream points based
upon it Hit Dice and the spellcasters dreamer type.
Fantastic Senses: A spellcasters 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 spellcasters 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 Reex 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
elds 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.
Wizards Sacrice (Su): At 4th level, a wizard may sacrice
spells to gain temporary dream points to power his surreal wizard
class features, activate the dream benets of any feats that appear
on the above feats of wizardry list, or use spell templates. Each
spell sacriced the wizard gains a number of temporary dream
points equal to ten times the level of the spell sacriced (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 wizards
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 wizards
level + the wizards Intelligence modier (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 wizards chosen school.

Wizards Sacrice (Su): Specialist wizards who sacrice


spells from their school of specialization gain 5 extra temporary
dream points per spell level of the sacriced spell, whereas
spells from other schools only grant half the normal benet. For
example, if a illusionist sacrices an invisibility spell he gains 30
temporary dream points, instead of 20 and if the same illusionist
sacriced 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 wizards
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 wizards 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
t a GMs own campaign setting.
Brainstorming Surreal Class Features: Perhaps the most
difcult thing to do when determining surreal class features for
class not covered in the PHB is to devise a list of concepts that t
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 reective 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 classs 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 reect
the concepts within the class and narrow them down to t 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 barbarians
rage or bards 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 classs 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 clerics serendipitous healing
or harming or the paladins 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 Difculty 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 sacrice 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 items value, being
ruined upon a failure and all of the gold sacriced
after success.
71
When creating spell-like effects with one
of these skills characters 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 skills 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
characters ranks in that skill (once per day for skills that can be
used untrained).
Animal companions, paladin mounts, and familiars do not gain
the benets 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 eecing 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 NPCs 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 ngertips 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 opponents dream bonus
to their opposed skill check.
The DCs for unopposed skill checks are equal to 25 + 5 per
effective spell level.
The opponents 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 items 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, imsy, and
even insubstantial surfaces. Balancing on imsy or insubstantial
surfaces is a supernatural ability.
Table 3.1: New Balance Uses
Surface

DC

12 inches wide

20

Less than 1 inch wide

30

Surface is imsy (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 doesnt 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 opponents 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 opponents 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 modier
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 modier 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 modier 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

Difcult to Decipher

+10

Keyed

+20

+0

Viewers Check Modier: The viewer gains bonuses or


penalties to his check as described in the table below.
Table 3.4: Viewer Modiers
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

Modier
2
2
+0
+2

Keyed (Su): You can key the message to a particular viewer,


though you must have seen and studied that persons 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 rst 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 targets 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 targets
attitude towards you one step closer to enemy, if it
73
is not already there.

Climb

Concentration

Dream Action: You can climb upon perfectly at vertical


surfaces and ceilings, made of everything from imsy to
insubstantial materials. All of the below are supernatural abilities,
except the movement modier.

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, at, vertical
surface.
A perfectly smooth, at, overhang
or ceiling.
Material being climbed is
imsy (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 its 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 doesnt 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 Difculty
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 spells save DC + effective level*

15 + effective level*

20 + effective level*

Distracting spells 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.

74

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 difculty 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 modied 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 Modiers: After determining the base dream points


apply the material modiers according to the following table:

Size Modiers: After determining the material modied dream


points apply the size modiers according to the following table:

Table 3.8: Material Modiers


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 Modiers


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 materials
item cost modier 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 rst.

75

Enhancement Modiers: After determining the size modied


dream points cost from the above categories apply enhancement
modiers, if any, according to the following table:
Table 3.10: Masterwork Modiers
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 Modiers: 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 Modiers
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
sacrice an amount of gold equal to the items base price plus any
enhancements.
Repairing Items: You can repair an item at the same DC that
it takes to make it in the rst place. The dream point cost of
repairing an item is one-fth the items total dream points cost,
minimum of 1 DP. When repairing a permanent item you must
permanently sacrice one-fth 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 nished,
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
(Alchemists 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) Modiers
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 benets: +2 dream
bonus to hit point damage of direct hits and +1 to splash damage
(acid and alchemists re), 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 specic emotion you
can create a ask 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 sacrice an amount of gold equal to the items 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 modier 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 modier 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 modier negates) has been cast on
them.
Diplomatic Suggestion (Sp): You can use your Diplomacy
check to place a suggestion in another creatures 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 modier 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 modier
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 targets 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 targets 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 Modiers: 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 Modiers
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 nd critical weaknesses
within the designs of a construct.
Ranged Legerdemain: You can increase the Difculty 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 conrmation 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

78

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 ones head shouldnt even be able to t; 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
modier 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 modier
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 modier 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 targets 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 targets 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 Anothers Dream Mark (Su): To forge a dream mark
you must have examined that creatures dream mark for at least
ten minutes and make a Forgery check with a penalty equal
to 10 + the effective character level and Charisma modier 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 creatures dream mark behind instead. You can
only keep a repertoire of other creatures dream marks equal
to your Intelligence modier (minimum 1). You may lose
knowledge of a creatures 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 dont 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.
Viewers Check Modier: The viewer gains bonuses or
penalties to his Forgery check as described in the table below:
Table 3.19: Viewer Modiers
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

Modier
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 cant
try using your own skill again, even if hes 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.

79

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 Modier
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 modier to the base
DC for teaching or training the creature. A character cant reduce
the required time to less than 1 minute.
Action: The spell-like abilities are full-round actions.

80

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
Poisons DC + 30
Diseases 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 rst
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. Modiers 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 modiers to the level checks 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 Modier*


+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
modier) 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
modier) 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 skills 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 doesnt help. If the initial check fails, the other
character becomes more rmly resolved to resist the intimidator,
and a retry is futile.

Dream Action: You can use this skill to levitate and even y.
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 Modier
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 nal arbiter of
what is or is not related to a particular Profession skill, however
it is encouraged that the GM nd 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 Difculty


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 Specic
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 modier) 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 modier) 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 rst succeed at a
Will save (15 + your Wisdom modier)
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
Modier
+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 nal arbiter of what is or is not
related to a particular Profession skill, however it is encouraged
that the GM nd at least one skill to grant the synergy bonus to
even if only in particular circumstances.

Dream Actions for Specic Professions


Presented below is an assortment of dream actions that are
connected to specic 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 ying vehicle (DC 45 +5 per additional passenger) for one
minute per rank.
Bookkeeper: You can recall the information of any book
youve ever read (DC30). You can nd any existing book you are
looking for in any library, even if the book wasnt 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 dont 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 shouldnt
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
elds you can catch sh (DC 25). You may make it even more
difcult 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 (sher) 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 millers 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 our to make a bread that mimics the false
83
life spell (DC 45).
Miner: You can dig for specic 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 nd the
object you are mining for.
Porter: You can t 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 engineers 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 doesnt
get the cover benet. 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 nd 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 modiers 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 modier 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 mounts back even during movement

Dream Action: You have the ability to detect other peoples


alignments and even their surface thoughts.
Detect Alignment (Sp): You can use the Sense Motive skill
(DC 35) to detect other peoples 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 Difculty 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 awaymake 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
awaymake 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 Identication: 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 cant

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 nd 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 nd 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 dont 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 modiers are cumulative; use any that apply.

DC modier
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 its 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 + scrolls caster level
Avoid item mishap
16 + items caster level
Save scroll from mishap
21 + scrolls caster level
Save item from mishap
26 + items 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 doesnt 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 doesnt grant any bonus on Use Rope checks
made with the animated rope). Each command requires a separate
Use Rope check. Because the effect isnt magical, it cant 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 dreams 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 Insignicant
Detail
Change Minor Detail
4
Change Signicant
7
Detail
Change Major Detail
11

DC

DP Cost

Gold Cost*

XP Cost*

1 gp

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.

87

Change Insignicant Detail (Sp): The change is no more


signicant 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 specic 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 specic spell, the duration of the dream
weave should be 1 round per effective character level.
Change Signicant Detail (Sp): The change directly affects
the progeny, atmosphere, and landscape of the Dream Plane in a
signicant way and should be comparable to a 2nd to 3rd level
spell. For unique dream weave effects not based on a specic
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 specic 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 specic 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 specic 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 sacrice 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 Anothers 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 Anothers 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
anothers dream mark requires a full-round action. Tampering
with anothers 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 + Progenys HD
Command attuned progeny
30 + Progenys HD
Command unattuned progeny 40 + Progenys HD
Handle Progeny
20 + Progenys HD
Push Progeny
35 + Progenys HD
Purpose DC + Progenys HD*
Teach attuned progeny
general purpose
Teach attuned progeny trick
Trick DC + Progenys HD*

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

Attitude Modiers: The DC is modied by the creatures


current attitude as per the following chart:
Table 3.51: Attitude Modiers
Current Attitude
Modier
Helpful
-5
Friendly
-2
+0
Indifferent
Unfriendly
+2
Hostile
+5
Creature Type Modier: The Handle Progeny skill has a
Difculty Class modier associated with it dependent upon the
type of progeny being affected by the check as per the following
chart:

Table 3.52: Creature Type Modiers


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 modier 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 modier 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 doesnt 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 someones 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 targets 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 targets 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 weavers verbal or somatic
components) No action required. No
retry. This allows you to attempt a
counterweave.
Identify a dream weave thats 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
opponents 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 identied 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 magnitudes 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
modier 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.

90

Feats: Dream Benets


Feats, like skills, are also subject to the mutable properties
of the Dream Plane, allowing characters to accomplish startling
and spectacular deeds. Players and GMs alike should read
this section carefully, to familiarize themselves with the dream
benets 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 benets of these feats are activated, but if GMs
are not using it, then they should use the alternative dream benet
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 items 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 fty 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 fortication 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 fortication 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 fortication
leather armor. If the sorcerer only expends the minimum of 40
dream points per day on the +1 light fortication 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 fortication
leather armor it will take fty-ve days to create.

Metamagic Rules
All metamagic feats have the same dream benet 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 modied spells that would effectively
be beyond the maximum spell slot they could normally cast, nor
can they expend dream points to bring the spells level below the
spells base level. This dream benet 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 spells base level is 1st level. Nor could
the wizard add more metamagic to this spell because (although
the spells 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 casters maximum spell level, which in this case
is 8th-level spells.

Old Feats, Dream Benets


In the Dream Plane, the following feats can be used to provide
benets beyond those found in the PHB and do not replace the
benets delineated therein. Each feat has a Dream Benet
that details on how these feats benet a character while they are
within the Dream Plane.

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

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

92

Animal Afnity [General]


Dream Benet: You can expend 5 dream

points to Take 10 on a single Handle Animal or Ride check even


while in stressful situations.

Armor Prociency (heavy) [General]


Dream Benet: 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 armors 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 Prociency (light) [General]


Dream Benet: Same as Armor Prociency (heavy), except
the wearer is considered to not be wearing armor.

Armor Prociency (medium) [General]


Dream Benet: Same as Armor Prociency (heavy), except
the wearer is considered to be wearing light armor.

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

Brew Potion [Item Creation]


Dream Benet: 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 modier 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 items 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 potions
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 Benet: 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 modier 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
items 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 maces
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 Benet: 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 benet lasts for one
round.

Dream Benet: 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 modier 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 items 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 rods 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 Benet: 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
benet lasts for one round.

Combat Casting [General]

Combat Reexes [General]


Dream Benet: You can expend dream points to ignore any
non-magical effect that would negate an attack of opportunity,
such as tumbling or the dream benets of some feats. You must
expend an amount of dream points equal to that spent by your
opponent upon the dream benet that grants immunity to attacks
of opportunity or 1 dream point for every point by which the
opponents Tumble check succeeded. This expenditure is for each
individual opportunity.

Craft Magic Arms and Armor [Item Creation]


Dream Benet: 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 rods 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 metamagics 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 Benet: 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 modier 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 items
special abilities switch for one encounter.
Charges used by the dream special abilities count against the
staffs 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 staffs 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 illusions 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 Benet: 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 modier 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 items special abilities switch for one
encounter.
Charges used by the dream spell count against the wands 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
eagles 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 eagles 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 wands dream
ability can use a free action and expend 5 dream points to make
the wand of daylight into a wand of eagles splendor for one
encounter. If he uses charges from the wand of eagles splendors
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 Benet: 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 modier 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 items 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 gloves


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 Benet: 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 Benet: You can expend 5 dream points to Take 10 on
a single Bluff or Disguise check even while in stressful situations.

Deect Arrows [General]

Endurance [General]
Dream Benet: 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 Benet: See Metamagic Rules for details.

Eschew Materials [General]


Dream Benet: 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 Benet: You can deect exceptional ranged weapons,


like boulders and spells, by expending 1 dream point per 20 lb
of the object being deected or a number of dream point equal
to ve times the spell level (minimum 1 for 0-level spells) of the
spell to be deected. Objects weighing less than 20 lb. do not cost
any dream points to deect, just per round use of the feat.

Extend Spell [Metamagic]

Deft Hands [General]

Dream Benet: You can expend 10 dream points to make an


additional turning check beyond your normal turning allotment.

Dream Benet: 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 Prociency [General]

Diehard [General]

Dream Benet: You can expend 10 dream points to Take 10


on a single attack roll with an exotic weapon you are procient
with.

Dream Benet: 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 benet 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 Benet: 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 Benet: 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 benet lasts for one round.

Empower Spell [Metamagic]


Dream Benet: See Metamagic Rules for details.

Dream Benet: See Metamagic Rules for details.

Extra Turning [Special]

Far Shot [General]


Dream Benet: 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 Benet: 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 modier 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 items 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 rings 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 Benet: 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 Benet: See Metamagic Rules for details.

Improved Bull Rush [General]


Dream Benet: 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 Benet: 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 Benet: You only have to expend 15 dream points to


use the luck roll dream point ability when attempting to identify
the opponents spell in order to counter it.

Greater Spell Focus [General]

Improved Critical [General]

Dream Benet: 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 Benet: When using the weapon you have selected,


you only have to expend 15 dream points to use the luck roll
ability when rolling to conrm a critical hit.

Greater Spell Penetration [General]


Dream Benet: 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 creatures spell resistance or dispel a magic
effect.

Greater Two-Weapon Fighting [General]


Dream Benet: You can expend 20 dream points to lower
your two-weapon ghting penalties for both your primary hand
and off hand attacks by 2 for one encounter.

Greater Weapon Focus [General]


Dream Benet: 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 Benet: 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 Benet: 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 Benet: You can expend 10 dream points to perform a
feint action as a free action.

Improved Grapple [General]


Dream Benet: 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 Benet: 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 Benet: 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 Benet: You can expend 5 dream points to Take 10


on a single Gather Information or Search check even while in
stressful situations.

Dream Benet: You can decrease the armor or natural armor


bonus granted by an opponents 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 Benet: 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 Benet: 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 Reexes [General]

Dream Benet: 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 Benet: You can expend 2 dream points to grant a


+1 dream bonus to a Reex saving throw as a reaction. You can
have a dream bonus to your Reex save equal to 1 + half your
effective character level.

Improved Trip [General]


Dream Benet: 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 Benet: 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 Benet: 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 Benet: 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 Benet: 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 Benet: 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 Benet: You can expend 10 dream points to ignore
your manyshot penalties when ring two arrows at once. You can
expend 15 dream points to ignore your manyshot penalties when
ring three arrows at once. You can expend 20 dream points to
ignore your manyshot penalties when ring four arrows at once.
This benet only lasts for one manyshot attack.

Martial Weapon Prociency [General]


Dream Benet: See Exotic Weapon Prociency for more
details.

Maximize Spell [Metamagic]


Dream Benet: See Metamagic Rules for details.

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

97

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

Mounted Archery [General]


Dream Benet: You can expend 5 dream points to ignore the
mounted penalty when double moving or 10 dream points when
running. This benet 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 benet 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 Benet: You can expend 5 dream points to make a


Ride check in place of your mounts Reex save. If your Ride
check result is higher than the Difculty Class of the Reex save
the mount is considered to have succeeded its Reex saving
throw. This ability can only be used once per round.

Dream Benet: 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 benet lasts for one round.

Natural Spell [General]

Quicken Spell [Metamagic]

Dream Benet: You can expend 5 dream points to use magic


items you could not normally use, while in wild shape This
benet lasts for one round.

Dream Benet: See Metamagic Rules for details.

Quick Draw [General]

Negotiator [General]

Dream Benet: You can expend 10 dream points to draw a


hidden weapon as a free action.

Dream Benet: 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 Benet: 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 Benet: 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 Benet: 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 benet lasts for one round.
Special: Dream bonuses to damage are not multiplied when
you score a critical hit.

98

Power Attack [General]


Dream Benet: You can expend a 1 dream

Dream Benet: You can expend 5 dream points to avoid


attacks of opportunity, while reloading a crossbow.

Rapid Shot [General]


Dream Benet: You can expend 5 dream points to ignore the
rapid shot penalty. This benet lasts for one round.

Ride-By Attack [General]


Dream Benet: 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 benet lasts for one round.

Run [General]
Dream Benet: 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 Benet: 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 modier 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 items 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 scrolls 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 Sufcient [General]


Dream Benet: You can expend 5 dream points to Take 10 on
a single Heal or Survival check even while in stressful situations.

Shield Prociency [General]


Dream Benet: 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 Benet: 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 benet lasts for one round.

Silent Spell [Metamagic]


Dream Benet: See Metamagic Rules for details.

Simple Weapon Prociency [General]


Dream Benet: See Exotic Weapon Prociency for more
details.

Skill Focus [General]


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

Spell Focus [General]


Dream Benet: 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 Benet: 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 Benet: 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 creatures spell resistance or
dispelling magic effects.

Spirited Charge [General]


Dream Benet: 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.

99

Spring Attack [General]

attacks by 2. This benet lasts for one round.

Dream Benet: 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 benet lasts for one round.

Two-Weapon Defense [General]

Stealthy [General]
Dream Benet: 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 Benet: See Metamagic Rules for details.

Stunning Fist [General]


Dream Benet: You can expend dream points to increase
the Difculty 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
benet lasts for one round.

Toughness [General]
Dream Benet: 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 Prociency [General]


Dream Benet: See Shield Prociency.

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

Trample [General]
Dream Benet: 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 Benet: You can expend 5 dream


points to lower your two-weapon ghting
penalties for both your primary hand and off hand

Dream Benet: 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 benet lasts for one round.

Weapon Finesse [General]


Dream Benet: You can expend 10 dream points to nesse a
one-handed weapon that usually cannot be nessed. This benet
lasts for one encounter.

Weapon Focus [General]


Dream Benet: 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 Benet: 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 Benet: See Metamagic Rules for details.

Whirlwind Attack [General]


Dream Benet: 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 specically 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 Benet: Add +1 to the Difculty 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 creatures spell resistance.

Adept Intelligence [Dream]


Prerequisite: Character level 4th, Int 13+.
Dream Benet: You can add your Intelligence modier 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 Benet: You get a +2 bonus to weaver level


checks (1d20 + weaver level) made to overcome a creatures
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 creatures spell resistance
(maximum +20).

Dream Caster [Dream]

Heighten Weave [Metaweave, Dream]

Prerequisites: Dream Touched


Dream Benet: 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 Benet: 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 Benet: 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 Benet: You can add your Wisdom modier 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 Benet: 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 Benet: 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 Benet: 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 benet lasts for one round.
Normal: Without this feat, you cannot deal lethal damage to
awakened characters, only nonlethal.
GMs 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 Benet: 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 Benet: You can add your Charisma modier 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 Benet: 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 Benet: 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 Benet: 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 spells actual level. See
Metamagic Rules for details on lowering the spell slot cost of this
feat.
GMs 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]
Benet: You get a +2 bonus on all Dream Weaving checks
and Weavecraft checks.
Dream Benet: 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 Benet: Add +1 to the Difculty 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 creatures spell resistance.

Weave Penetration [Dream]


Dream Benet: You get a +2 bonus to weaver level checks
(1d20 + weaver level) made to overcome a creatures 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 creatures spell resistance (maximum +10).

102

Widen Weave [Metaweave,


Dream]
Prerequisite: Dream Touched.

Dream Benet: 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 rst 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 worlds 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 unied 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 t the individuals
imagination. On the other hand, multiple dream elements,
perhaps based loosely upon those within the Material Plane,
might each have their own specic 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 benet 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 sacrice
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 whos 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 conict
of interests with each inhabitants will seeking dominance over
its immediate area or is the plane itself seeking dominance over
all others 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 ts 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 sacriced 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 Planes 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 specic 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 specic 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 dreamers type, try one of the following
solutions.
Slumbering characters bring gment, 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 characters 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 gment, 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 specic 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
gure out the signicance 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 t 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 specic spell designed to bring back or create such objects.
Sifting: One nal concept worth noting is sifting through
characters 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 characters
equipment and items are retained, modied, 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 weeks 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
signicant 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 nd a book on symbolism that ts 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 amplies
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 specic 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 dreams reality. Their appearance in
an objects description should indicate its function or hint to its
owners 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 ones 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 paladins calling.
Amber: Solar, spiritual, and divine attraction. Closely associated
with good clerics and paladins.
Anchor: Good luck, safety, security, and thus trust and
condence.
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 reection. It also represents
loyalty, delity, 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.
Buttery: 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 innite, and timelessness.
Coins: Wealth and entrepreneurialism. Representative of the
opportunist nature of halings.
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
paladins code.
Diamond: Durability, consistency, sincerity, innocence,
perfection, and faithfulness. Representative of the monks 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
ones 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 re.
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 ones soul.
Gate: Entryway into unknown or signicant 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
haling 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 reect
ones personality.
Heart: Compassion and understanding.
Hearth: Warmth and protection.
Horn: Strength, aggressiveness, power, and divinity. Evocative
of the barbarians 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, sacrice, 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 reect
and adapt to ones 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. Halings are linked
to this symbol.
Necklace: Dignity and ofce, 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


wizards pursuit of knowledge.
Rabbit: Fertility, lust, and ingenuity.
Rain: Revitalization, fertilization, purication, and in excess it
means destruction.
Raven: Wisdom, death, and darker instincts. Sometimes druids
are connected with these creatures.
Ring: Innity, 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: Innity, immortality, transcendence. Connected to the
monks 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 ghter, 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 purication.
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 sacrice an amount of gold equal to the items
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 ask)
Paper/Parchment (sheet)
Pick, miners
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
Alchemists lab
20
15
Artisans tools
15
Climbers kit
Disguise kit
15
15
Healers 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, wizards (blank)
Thieves tool
15
20
Water clock
Table 3.58: Clothing*
Item
Simple outt (artisan, cleric,
entertainer, monk, peasant,
traveler)
Quality outt (cold weather,
explorer)
Elaborate outt (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

20

* 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

19

17

19

21

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 (ask)
Alchemists re (ask)
Antitoxin (vial)
Distilled Emotion (ask)
Holy water (ask)*
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 uid 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 asks 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 ask 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 ask 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 rst
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 ee from the rst 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 ght 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 ght
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 benets: +5 dream bonus to hit
point damage of direct hits and +2 to splash damage (acid and
alchemists re), 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.

110

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 giants
head. An intelligent item costs an amount of dream points equal
to 1/25th the items base price modier in gp as presented in
the DMG. It also costs the same amount of gp as the intelligent
items base price modier 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 y
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 inuence
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 exibility 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 nd it helpful to create
a list of those spells in particular he nds 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 GMs estimation a spells effect would warrant resistance
from the dream and thus require the expenditure of some of
a characters 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 sacrice of a number of dream points
equal to twice the spells 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 spells normal material component.
The GM can even create a universal dream component, which
when sacriced 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 days 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 ghter
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 ourish 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 specic 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 benets 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 barbarians rage or a
paladins 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 inuence 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.
GMs 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 rst 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 sorcerers known spells, or
any other spellcasting classes with limited spells known lists.
Spellcasters that prepare their spells, like clerics and wizards,
may use spontaneous casting (as per the clerics 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 ve times
the spells 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 ee. 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

113

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 settingscaves, caverns, and
the likethe 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 creatures 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 creatures 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 specic kind of progeny.
1st Round: Presence or absence of that kind of progeny in the
area.
2nd Round: Number of individuals of the specied 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,
aficted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, aficted 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 couldnt 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
sacrice of gold or magic items to the Dream Plane to some other
action on your part that matches the creatures 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
creatures ethos, it may halve or even waive the payment.
When you use a calling spell that calls an air, chaotic, earth,
evil, re, 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 t
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 spells radius, you know the location and power
of all progeny auras within your sight. An auras power depends
on the creatures 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 afictions. 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 lls 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 targets 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
creatures 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)

117

You can channel positive energy that restores 2d8 +1 per


caster level (up to +10) to each selected creatures 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 progenys 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 creatures existing natural armor bonus increases
by 2. The size change also affects the progenys modier to AC
and attack rolls and its base damage. The progenys 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 insufcient
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 creatures
possession instantly returns to its normal size.
The spell gives no means of command or inuence 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 cant nd 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 its written in a
language he or she doesnt 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 rst
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 doesnt
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, re, 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.

119

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 re 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 ddle]
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, amebrother
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; cant 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; cant 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 ddle] (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 = spells DC
+ your caster level creatures 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.

121

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 modier.
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
benet 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 spells 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 spells 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 inict 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 spells 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 doesnt 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 specic display associated with it,
such as a change of air temperature, scent, or visual effect. Unless
otherwise specied, 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 inicts hit point
damage. Targets must make a Fortitude save against the spells
Difculty Class or become nauseated (if living) for a number of
rounds equal to 1 + half the spells level.
Spells with this template gain the acid descriptor. If the spell
already has the acid descriptor, then the Difculty 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 spells level. Affected creatures and objects cannot
benet 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 spells 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 inict damage
upon an object or non-living creature. The spells 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 spells Difculty Class or
become dazed (if living) for a number of rounds equal to 1 + half
the spells level.
Spells with this template gain the electricity descriptor. If the
spell already has the electricity descriptor, then the Difculty
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 modier 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 spells 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 spells 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 casters 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 casters 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 creatures 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 spells level of the spell cast, unless they make a
Will save against the exultant spells 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 casters 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

123

within 30 feet of the caster who can see the spell being cast
must make a Will save against the spells Difculty 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 casters eyes become whirlpools of light, while
the spells effect becomes strangely entrancing.

Fevered
This template can be added to any non-cold spell that inicts
hit point damage. Targets must make a Fortitude save against the
spells Difculty 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 re descriptor. If the spell
already has the re 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 casters mouth and sweat to bead upon his brow.

Flare
This template can be added to any spell that inicts hit point
damage. Targets must make a Fortitude save against the spells
Difculty Class or become blinded for a number of rounds equal
to 1 + half the spells level.
Spells with this template gain the re descriptor. If the spell
already has the re descriptor the target becomes blinded for a
number of rounds equal to 1 + the spells level.
DP Cost: 5 per spell level.
Display: The casters eyes glow like burning embers and his
ngers are with ame.

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 spells 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 Difculty Class by +1, 50 DP to
124 increase the Difculty class by +2, or 75 DP to
increase the Difculty 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 spells Difculty Class or
become frightened for a number of rounds equal to 1 + half the
spells level.
Spells with this template gain the fear descriptor. If the spell
already has the fear descriptor the spells 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 targets most dreaded fear.

Frostbitten
This template can be added to any non-re spell that inicts
hit point damage. Targets must make a Fortitude save against the
spells Difculty 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
casters 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 inicts 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 casters appearance becomes spectral and
translucent, as does the spell that is produced.

Heartening
This template can be applied to any benecial 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 spells level.


DP Cost: 10 per creature affected.
Display: A celestial gure 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 re. This template can be
added to any spell that inicts 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 casters hand glows with a
purple hue.

Lucky

shadowy light for a number of rounds equal to 1 + half the spells


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 spells 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 bulls
strength, harm, heal, protection from chaos, and so on. The
spells 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 spells Difculty Class or be petried for a number of rounds
equal to 1 + half the spells level.
Spells with this template gain the earth descriptor. If the spell
already has the earth descriptor, then the Difculty 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
casters face to become momentarily marbleized and sculpted in
appearance.

Nonlethal

Profane

Casters can add this template to any spell that inicts 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 spells 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 spells 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 spells level. Only evil
casters may use this template.
125
DP Cost: 5 per spell level.
Additional Cost: Verbal Component (specic
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
objects 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 objects
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 modier 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 modier.
DP Cost: 10 per spell level.
Additional Cost: Verbal Component (words of a rebuking
nature).
Display: A powerful surge of energy pulses up the casters
body.

Revitalizing
Prerequisites: Wisdom 13+.
This template can be attached to any benecial spell. Treat the
targets of this spell as if they have had an hours 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 ower).
Display: The smell of springtide and oral
blooms sweep through the air.

126

Sacred
Casters can add this template to spells that have benecial
effects, such as cure spells, restoration, and so on that have a
variable numerical effect. The spells 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 spells 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 spells level. Only good casters may use
this template.
DP Cost: 5 per spell level.
Additional Cost: Verbal Component (specic 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
specic 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 benet. 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 spells
Difculty Class or be sickened (by seasickness) for a number of
rounds equal to 1 + half the spells level.
Spells with this template gain the water descriptor. If the spell
already has the water descriptor, then the Difculty 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 inicts
hit point damage. The spells 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 Difculty Class of
the spell is increased by 2.
For example, if a reball 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 casters 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 inicts hit point
damage. Targets must make a Fortitude save against the spells
Difculty Class or become deafened for a number of rounds
equal to 1 + half the spells level.
Spells with this template gain the sonic descriptor. If the spell
already has the sonic descriptor, then the Difculty 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 casters voice to
articially amplify.

Stunning
This template can be added to any touch spell. Targets must
make a Fortitude save against the spells Difculty Class or
become stunned for a number of rounds equal to 1 + half the
spells level.
Spells with this template gain the electricity descriptor. If the
spell already has the electricity descriptor, then the Difculty
Class of the Fortitude save increases by 2.
DP Cost: 10 per spell level.
Display: The casters 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 spells
Difculty 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 casters voice becomes warm and welcoming to
those who listen and a light sweet scent lls 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 difcult 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 rangers favored

127

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 creatures spell resistance. In addition, the spells 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 casters 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 spells Difculty
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 ying 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 Difculty 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 benets of item creation feats. Another is creating
magical items specically 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 specic dreamer type for
the item that might even uctuate 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 gment form?
Conversely, if the intelligent items type and form depend upon
its bearer, apply all of the bearers 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 items 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 characters 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 nish 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 wielders 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 items dream point pool use the
following table to determine the effective character level of the
intelligent item.
Table 4.6: Intelligent Item ECL
Intelligent Items Base
Effective Character Level
Price Modier*
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 modiers from the intelligent items 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.
GMs 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 wearers 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 wearers 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
wearers 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 compasss 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 benet 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 paladins 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 specic 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 modier 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
characters dream point pool, when using the dream node to
Dream Weave. The dream nodes 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 nodes 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 Modier: Dream nodes decrease the Difculty 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 modier 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 storms 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 Modier: Surreal storms decrease the Difculty 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 modiers of the storm applied to them. Characters can affect
the dream within the storms 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.

131

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 bets 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 creatures dream point modifying
ability score and thus its maximum dream points. This should be
the creatures most dening 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 specic

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 reect the new traits
gained by this process.

133

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 gure out the dream points of the base
creature and use the dream actions and dream benets 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 creatures 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 creatures 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 Reexes,
Dodge (Mobility, Spring Attack), Improved
134 Critical, Improved Initiative, Investigator,
Lightning Reexes, Negotiator, Nimble Fingers,
Persuasive, Quick Draw, Quicken Spell-Like

Ability, Skill Focus (for any skill that appears in the ambushers
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 sacrice
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
ghter 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 combatants 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.
Combatants Sacrice (Ex): A combatant may sacrice Base
Attack Bonus for one encounter to gain temporary dream points
to power his combatant creature dream traits or activate the
dream benets of any feats that appear on the above feats of
combat list. For each point of Base Attack Bonus sacriced 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 benets 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 wielders sacrice, 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 wielders 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 Wielders Sacrice (Su): A magic wielder may sacrice
spell-like abilities to gain temporary dream points to power his
magic wielder creature dream traits, activate the dream benets of
any feats that appear on the above feats of magic list, or use spell
templates. Each spell sacriced the magic wielder gains a number
of temporary dream points equal to ten times the challenge rating
of the spell sacriced (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 wielders 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 wielders
challenge rating + the magic wielders Intelligence modier (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 Afnity, Athletic,
Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator,
Iron Will, Lightning Reexes, Magical, Aptitude, Negotiator,
Nimble Fingers, Persuasive, Self-Sufcient, 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
Reexes, Quicken Spell-Like Ability, Skill Focus (for any skill
that appears in the specialized attackers 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 attackers 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 modies 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.

136

Special Considerations
Dream Haunting: One of a night hags 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 creatures 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 targets 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 creatures 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
prociency with manufactured weapons and helps to even the
playing eld 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 characters 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 benets of feats commonly
attributed to monsters or related to monsters.

Ability Focus
Dream Benet: A creature can expend 5 dream points to gain
a +1 dream bonus to the Difculty Class of all saving throws
made in regards to their chosen special attack for one round. They
can have a dream bonus to their Difculty Class equal to 1 + half
their challenge rating.

Awesome Blow
Dream Benet: 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 opponents 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 opponents 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 Benet: 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.
Benet: The creatures 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 Benet: The creature can expend 20 dream points to
double the normal benet for this feat for one encounter.

Greater Resistance to Energy


Prerequisite: Resistance to energy.
Benet: The creatures resistance to energy increases by 5
points in regards to one element.
Dream Benet: 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.
Benet: The creatures spell resistance increases by 2 points.
Dream Benet: 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 Benet: The creature can hover as a free action for
one round by expending 10 dream points.

Improved Fast Healing


Prerequisite: Fast healing.
Benet: The creatures fast healing rate increases by 1 point
per round.
Dream Benet: The creature can expend 20 dream points to
double the normal benet for this feat for one encounter.

Dream Benet: 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 Benet: 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 benet lasts for one round.

Dream Benet: 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 benet lasts for one
round.

Improved Natural Attack


Dream Benet: The creature can expend
20 dream points to improve its natural weapon

137

damage by a second category for


one encounter.

Improved Regeneration
Prerequisite: Regeneration.
Benet: The creatures
regeneration rate increases by 1
point per round.
Dream Benet: The creature
can expend 20 dream points to
double the normal benet for this
feat for one encounter.

Multiattack
Dream Benet: The creature
can expend 5 dream points
to ignore its secondary attack
penalties for one round.

Multiweapon Fighting
Dream Benet: The creature
can expend 5 dream points to
ignore its multiweapon ghting
penalties for both your primary
hand and off hand attacks. This
benet lasts for one round.

Quicken Spell-like
Ability
Dream Benet: 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 Benet: The creature can increase the distance they


ing 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 ung creature takes 1d6
points of damage per extra 10 feet traveled.

Dream Benet: The creature can expend 5 dream points to


ignore the normal loss of 10 feet of ying movement that this feat
normally consumes.

138

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 nd 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 nd is too much hassle when
compared with the benets.

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 dwarfs
Intelligence modier (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 dwarfs Constitution modier (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 dwarfs Wisdom
modier (minimum of once per day).
Incredible Feat: Awakened dwarves may gain temporary
access to any feat upon the ghters 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 dwarfs Strength

modier (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 elfs Wisdom modier (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 elfs
Wisdom modier (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 elfs Wisdom modier
(minimum of once per day).
Improved Weapon Prociencies: 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 benets
from the awakened elvess racial Martial Weapon Prociency
feats.
Spell-like Abilities: Awakened elves can cast a 0-level spell
from wizards spell list. This is a free action that can be used
a number of times per day equal to 3 + the awakened elfs
Intelligence modier (minimum of once per day). Caster level
1st; save DC 10 + awakened elfs Intelligence modier.
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 gnomes Intelligence modier (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 gnomes Intelligence modier (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 gnomes Dexterity modier (minimum of once per
day).
Spell-like Abilities: Awakened gnomes can cast a 0-level spell
from the bards spell list. This is a free action that can be used
a number of times per day equal to 3 + the awakened gnomes
Charisma modier (minimum of once per
day). Caster level 1st; save DC 10 + awakened
140 gnomes Charisma modier.

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-elfs Charisma modier
(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 halfelfs Wisdom modier (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-elfs Wisdom
modier (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-elfs Charisma modier (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-elfs Charisma modier (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-orcs Strength modier
(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-orcs Charisma modier (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 halforcs Strength modier (minimum of once per day).
Awakened Haling Traits
Improved Racial Skill: Awakened halings 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 halings Dexterity modier
(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-elfs Wisdom modier (minimum of once

per day).
Heroic Stride: Awakened halings 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
halings Dexterity modier (minimum of once per day).
Uncanny Throw: Awakened halings 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 halings Dexterity modier (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 humans ability score
modier 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 humans Charisma modier (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
humans Charisma modier (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
modier. 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 modier.
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 creatures 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
difcult thing to do when determining awakened racial traits
for creatures not covered in the PHB, is to devise a list of racial
concepts that t 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 races 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, re),
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 dwarfs
Intelligence modier (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 dwarfs Wisdom
modier (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 dwarfs Constitution modier (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 dwarfs Wisdom modier
(minimum of once per day).
Incredible Feat: Trueborn dwarves may gain temporary access
to any feat upon the ghters 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 dwarfs Strength modier (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 elfs Wisdom modier (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 elfs Intelligence modier
(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 elfs
Wisdom modier (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 elfs Wisdom modier (minimum of
once per day).
Improved Weapon Prociencies: 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 benets
from the trueborn elves racial Martial Weapon Prociency feats.
Spell-like Abilities: Trueborn elves can cast a 0-level spell
from wizards spell list. This is a free action that can be used
a number of times per day equal to 3 + the
trueborn elfs Intelligence modier (minimum
142 of once per day). Caster level 1st; save DC 10 +
trueborn elfs Intelligence modier.

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,
re), 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 gnomes Intelligence modier (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 gnomes Charisma
modier (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 gnomes Charisma modier (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 gnomes Intelligence modier (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 gnomes Dexterity modier (minimum of once per day).
Spell-like Abilities: Trueborn gnomes can cast a 0-level spell
from the bards spell list. This is a free action that can be used
a number of times per day equal to 3 + the trueborn gnomes
Charisma modier (minimum of once per day). Caster level 1st;
save DC 10 + trueborn gnomes Charisma modier.
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-elfs Charisma modier
(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-elfs Charisma
modier (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 halfelfs Wisdom modier (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-elfs Wisdom
modier (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 halfelfs Charisma modier (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-elfs Charisma modier (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, re), 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-orcs Strength modier
(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 halforcs Charisma modier (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 halforcs Strength modier (minimum of once per day).
Trueborn Haling Traits
Aspect Level: Trueborn halings gain an aspect level from
those listed later in this chapter. They must meet the requirements
for any aspect they take. Trueborn halings 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 halings 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 halings Dexterity modier (minimum
of once per day).
Natural Dream Weaving: Trueborn halings 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-elfs Charisma
modier (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-elfs Wisdom modier (minimum of once per
day).
Heroic Stride: Trueborn halings 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
halings Dexterity modier (minimum of once per day).
Uncanny Throw: Trueborn halings 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 halings Dexterity modier (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 humans ability score
modier 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 humans
Charisma modier (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
humans Charisma modier (minimum of once
per day).

143

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
difcult thing to do when determining trueborn racial traits for
creatures not covered in the PHB is to devise a list of racial
concepts that t 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 races 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 creatures 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
nd is too much hassle when compared with the benets.

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 barbarians
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 barbarians Constitution modier
(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 barbarians Constitution modier
(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 barbarians
Constitution modier (minimum of once per day).
Deathless Rage (Su): At 12th level, a barbarian may, while
enraged, continue to ght even after he has gone below his death
threshold, which is equal to 0 the barbarians 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 barbarians rage ends, although allies may
prematurely end their rage. At the end of the rage, the barbarians
allies lose the rage modiers 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 Reexes, 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 bards 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
bards Charisma modier (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 bards Charisma modier
(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 bards Charisma modier (minimum of once
per day). This is a standard action, which includes continuing
concentration upon the bards 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 bards
Charisma modier (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
clerics Wisdom modier (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 clerics Wisdom modier (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 clerics normal spell slots. This is a free action that can be
used a number of times per day equal to 3 + the clerics Wisdom
modier (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 clerics normal spell slots. This is a free action that
can be used a number of times per day equal to 3 + the clerics
Wisdom modier (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 Afnity, Augment Summoning, Great
Fortitude, Iron Will, Natural Spell, Self-Sufcient, 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
druids Wisdom modier (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
druids Wisdom modier (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 druids Wisdom modier
(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 rangers level, but make the
following changes.
Racial Dream Traits: Animal companions would gain
racial dream traits depending upon the druids 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 druids dreamer type.
Ranger animal companions use the rangers dreamer type.
Share Feats (Ex): At the druids option, he may have any
feat he gains through the feats of nature surreal class feature
also affect his animal companion. The druids companion must
be within 5 feet of him at the time of the druid taking the feat of
nature to receive the benet. 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 rangers 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 companions
Wisdom modier (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 companions
Wisdom modier (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 companions
Wisdom modier (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 Reex
saving throw. This is a free action that can be used a number of
times per day equal to 1 + the companions Wisdom modier
(minimum of once per day).

Fighter
Feats of Battle (Ex): At 1st level, a ghter may gain
temporary access to one of the ghter 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 ghter must meet the prerequisites of
the feat in order to use it and its effects last only for the duration
of one encounter. A ghter 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 ghters Strength modier (minimum of
once per day).
At 12th level, a ghter may gain access two feats of battle per
encounter.
At 20th level, a ghter may gain access three feats of battle
per encounter.
Heroic Attack (Ex): At 4th level, a ghter 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 ghters
Strength modier (minimum of once per day).
Dream Skill (Ex): At 8th level, a ghter selects one ghter
class skill and gains a +5 dream bonus to checks with that skill.
At 16th level, a ghter chooses one more ghter class skill for
dream skill augmentation.
Weapon Mastery (Ex): At 8th level, a ghter may re-roll one
melee or ranged damage roll each round for one encounter. The
ghter 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 ghters
Strength modier (minimum of once per day).
Paragon of Martial Prowess (Ex): At 16th level, a
ghter 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 ghters Strength modier (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-ght, Combat
Expertise (Improved Disarm, Improved Feint, Improved Trip,
Whirlwind Attack), Combat Reexes, Deect Arrows, Dodge
(Mobility, Spring Attack), Endurance (Die Hard), Exotic Weapon
Prociency, Great Fortitude, Improved Critical, Improved
Grapple, Improved Initiative, Iron Will, Lightning Reexes,
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 rst 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 monks Wisdom modier (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 monks
Dexterity modier (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
monks Wisdom modier (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 ghters Strength modier (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
Afnity, Blind-Fight, Endurance (Diehard), Extra Turning, Great
Fortitude, Improved Critical, Improved Shield Bash, Improved
Turning, Iron Will, Lightning Reexes, 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 paladins Charisma modier (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 paladins Charisma
modier (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 paladins Charisma modier (minimum of once per day).
This is a standard action that uses one of the paladins 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 paladins Charisma modier and become
immune to fear and disease.

The Paladins Mount


The paladins mount has a wide range of abilities that it gains
while within the Dream Plane. Use the base statistics for the
mount of the paladins level, but make the following changes.
Racial Dream Traits: Paladin mounts would gain racial
dream traits depending upon the paladins 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 paladins mount has its own pool of dream points based
upon it Hit Dice and the paladins dreamer type.
Share Feats (Ex): At the paladins option, he
may have any feat he gains through the feats of
147
zeal surreal class feature also affect his mount.
The paladins mount must be within 5 feet of
him at the time of the paladin taking the feat of

zeal to receive the benet. The feat stops affecting the paladins
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 paladins mount may extend
the range for the share spells and share feats paladins mount
abilities by 5 feet. This is a free action that can be used a number
of times per day equal to 3 + the mounts Wisdom modier
(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 mounts Wisdom
modier (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
mounts Wisdom modier (minimum of once per day).
Surreal Evasion: When a paladin reaches 8th level, his mount
may use the luck roll ability when making a Reex saving throw.
This is a free action that can be used a number of times per day
equal to 1 + the mounts Wisdom modier (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 mounts Wisdom modier
(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 Afnity, Athletic, Blind-Fight, Endurance
(Diehard), Great Fortitude, Lightning Reexes, Negotiator, Point
Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot
on the Run, Improved Precise Shot), Run, Self-Sufcient, 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 rangers Wisdom
modier (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 rangers Wisdom modier (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

rangers Wisdom modier (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 rangers 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 Reexes, Dodge (Mobility, Spring Attack),
Improved Critical, Improved Initiative, Investigator, Lightning
Reexes, 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 rogues Dexterity modier (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 rogues Dexterity modier
(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
rogues Dexterity modier (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 sorcerers Charisma modier (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 sorcerers
Charisma modier (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 sorcerers level + the sorcerers Charisma
modier (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 sorcerers
Charisma modier (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 wizards level, but make the following changes.
Racial Dream Traits: Spellcaster familiars would gain
racial dream traits depending upon the spellcasters 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 spellcasters familiar has its own pool of dream points based
upon it Hit Dice and the spellcasters dreamer type.
Fantastic Senses: A spellcasters 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
familiars Wisdom modier (minimum of once per day).
Extend Shared Spell Range (Su): A spellcasters 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 familiars Wisdom
modier (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 familiars Wisdom modier (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 familiars Wisdom modier (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 Reex saving throw. This is a free action
that can be used a number of times per day equal to 1 + the
familiars Wisdom modier (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
familiars Wisdom modier (minimum of once per day).

Wizard
Wizards are capable of many exploits within their magical
elds 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
wizards Intelligence modier (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 wizards 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 wizards Intelligence modier (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 wizards level + the wizards Intelligence
modier (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 wizards
Intelligence modier (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 wizards chosen school.
Inherent Mastery (Su): Specialist wizards may prepare a
spell on the wizards 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 wizards Intelligence
modier (minimum of once per day). This is part
of the action of preparing a spell.

150

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
t different campaign settings.
Brainstorming Surreal Class Features: Perhaps the most
difcult thing to do when determining surreal class features for a
class not covered in the PHB, is to devise a list of concepts that
t 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 reective 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 classs 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 reect the
concepts of the class and narrow them down to t 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 barbarians rage or bards bardic music), or if they can be
activated as a player desires. Note that if the feats duration is
linked to a class feature, it must be accessible at the classs 1st
level since this is when a class rst 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 clerics serendipitous healing
or harming or the paladins 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 modier 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 modier 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 benets 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 benets of a feat.
Table A.2: Dream Benet 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

151

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 rods 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 metamagics 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 benets as if 10 dream points have been expended upon
them. In addition, give them the times per day entry for a dream
benet 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 benet 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 benet 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

152

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 modier (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 nd is too much
hassle when compared with the benets.

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 creatures dream point modifying ability
score. This should be the most dening 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 creatures 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 creatures 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 creatures 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 creatures 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
Reexes, Dodge (Mobility, Spring Attack), Improved Critical,
Improved Initiative, Investigator, Lightning Reexes, Negotiator,
Nimble Fingers, Persuasive, Quick Draw, Quicken Spell-Like
Ability, Skill Focus (for any skill that appears in the ambushers
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 ambushers 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 ambushers 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
ambushers 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 ghter bonus feats
he does not currently have. This ability can also be

153

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 combatants 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 combatants 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
combatants 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
combatants 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
benets 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 combatants 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 wielders 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 wielders 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 wielders 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 wielders 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 wielders challenge rating + the magic
wielders Intelligence modier (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 wielders 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 Afnity, Athletic, Deceitful, Deft Hands,
Diligent, Great Fortitude, Investigator, Iron Will, Lightning
Reexes, Magical, Aptitude, Negotiator, Nimble Fingers,
Persuasive, Self-Sufcient, 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 users 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

users 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 users 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
attackers 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 attackers 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 modies 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 reect 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 Reexes, Quicken Spell-Like
Ability, Skill Focus (for any skill that
appears in the specialized attackers
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
attackers 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

155

OPEN GAME LICENSE Version 1.0a


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15 COPYRIGHT NOTICE
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams,
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