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The Definitive
Joseph Miller
Gareth-Michael Skarka
Artwork
Tim Hitchcock
Editor
Playtesters
Tim Hitchcock
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.
Appendices:
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.
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
6
one could meet the unborn and unrealized as
well as what is and always has been. Such a
Dream Plane would perhaps present those who
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
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:
Time:
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.
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.
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:
Alignment Traits
Magic Traits
11
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.
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.
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
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
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.
15
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.
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.
Effect
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 Guidelines
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
?
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
?
24
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
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
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
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.
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
32
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.
Orbs of Terror
33
Dreamer Templates
Awakened Template
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.
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 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
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
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.
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
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.
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
Aspect Levels
42
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
Will
Save
Special
+2
+1
+0
+0
+3
+2
+1
+1
+3
+3
+1
+1
+4
+3
+1
+1
+4
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),
44
Ref
Save
Will
Save
Special
+0
+2
+2
+0
+0
+3
+3
+1
+1
+3
+4
+1
+1
+4
+5
+1
+1
+4
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
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
Will
Save
Special
+0
+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
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
+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
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
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
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
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
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
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
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
58
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
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.
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
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
+3
+4
+4
+1
Animal reexes +5, superior totem ability, Wild Shape (chosen totem, 1/day), +1
Wisdom
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
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.
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Prolonged Inspiration (Su): At 4th level, a
bard may prolong the effects of his inspire music
abilities after he stops singing by one additional
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
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
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.
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
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
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
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.
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?
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
30
40
50
+2 per 10 ft movement
speed of object
* Or any other surface that could not normally hold your weight but is substantial.
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
DC
Message
25
Telepathy
50
DC
15
30
Difcult to Decipher
+10
Keyed
+20
+0
Modier
2
2
+0
+2
Climb
Concentration
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.
DC
5 + effective level*
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*
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*
15 + effective level*
20 + 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
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
* Use the mixed categories when an item is made up of near equal parts of two
different substances.
* 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
DC
+5
+5
+5
+5
Gold Cost*
+50 gp
+150 gp
+250 gp
+300 gp
DC
+5
+20
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 decipher and even erase magical and
mundane writings.
Gold Cost
+50*
+150
1,050
DC
25
30
30
40
40
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
DC*
+5
+10
* These bonuses apply to traps created via the Craft (Traps) skill.
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
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
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.
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
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
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.
DC
30
30
30
35
35
40
80
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
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
* An opponent may expend 2 dream points to gain a +1 dream bonus to their level
check against the Intimidate skill.
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
DC
20
30
40
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
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
DC
+20
25
35
35
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
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
DC
20
30
40
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.
Search
Ride
DC
15
20
25
30
30 + 5 per ECL
30 + 5 per ECL
84
DC
35
35
60
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.
DC
30
35
40
DC
30
40
45
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
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
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
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
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
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
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
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.
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
15
40
Alter World
Permanent
19
11
50
+10
* 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
* Use the Animal Handling trick and general purpose DCs, but with a +20 dream
modier.
DC Mod
+0
+5
+10
+20
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.
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.
90
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.
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
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.
Blind-Fight [General]
Dream Benet: You can expend 10 dream points to gain
blindsight at a radius of 5 feet for one encounter.
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.
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.
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.
Diehard [General]
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.
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.
to use the luck roll dream point ability when making opposed
checks to initiate or oppose an overrun special attack.
Investigator [General]
Leadership [General]
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.
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.
Negotiator [General]
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.
98
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.
99
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.
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.
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.
New Feats
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.
102
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,
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.
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.
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
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.
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
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
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.
* 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.
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.
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
110
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 Spells
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
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
Calm Progeny
Charm Progeny
113
Target: You
Duration: Instantaneous
Dampen Spirit
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.
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
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
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.
Detect Progeny
Divination [Dream]
Level: Drd 2, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Dominate Progeny
Dream Ally
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.
Enliven Spirit
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.
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.
Hold Progeny
Invigorate Spirit
117
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
Progeny Trance
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.
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
Summon Progeny II
119
Summon Progeny IV
Summon Progeny V
Summon Progeny VI
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
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
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
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
Dream Domain
Nightmare Domain
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.
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
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
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
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
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.
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.
* Only use the modiers from the intelligent items capabilities and powers listed
in the Intelligent Items section of the DMG.
Rings
Market Price
+1
+3
+5
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:
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)
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.
DC
Range
-5
-5
-10
-10
30 feet
180 feet
880 feet
Unlimited
DC
Radius
-2
-5
-8
-10
50 ft.
200 ft.
1000 ft.
5000 ft.
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:
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
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.
Step #4
Revise stat block of the base creature to reect the new traits
gained by this process.
133
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
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
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.
Hover
Dream Benet: The creature can hover as a free action for
one round by expending 10 dream points.
Dream Benet: The creature can use the empowered spelllike ability an additional time per day by expending 5 dream
points per spell level.
Flyby Attack
137
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
138
Appendix B:
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).
143
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
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,
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
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
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
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
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
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
151
152
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.
153
Revise the stat block of the base creature to reect its new
dream traits.
Step #4
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