Campaign of the Month: January 2015
Skies of Glass
The dreambound are the masters of dreambound magic, able to traverse the dreamscape and tap into its power. Rumors suggest that the powers of a dreambound are many and as widely varied as spells are among spellcasters, though what these powers are is often little more than speculation.Prerequisites
- Alignment: Any Neutral
- Skills: Knowledge (Dreambound) 20 ranks, Knowledge (Planes) 20 ranks, Spellcraft 20 ranks
- Feats: Green Attunement, Blue Attunement, Lucid Dreaming, Dreamwalking, Skill Focus (Knowledge (Dreambound))
- Special: Must have dreamwalked into at least 100 different creatures dreams
|1st||+0||+2||+0||+2||Dream Bond, Steady Mind, Natural Dreamer||28 Points+4 Green+4 Blue|
|2nd||+0||+3||+0||+3||Waking Mind||28 Points+4 Green+4 Blue|
|3rd||+0||+3||+1||+3||-||30 Points+4 Green+4 Blue|
|4th||+1||+4||+1||+4||Resist Dream’s Lure||30 Points+4 Green+4 Blue|
|5th||+1||+4||+1||+4||Dreaming Adept||32 Points+4 Green+4 Blue|
|6th||+1||+5||+2||+5||-||32 Points+4 Green+4 Blue|
|7th||+1||+5||+2||+5||Dreamborn Empathy||34 Points+4 Green+4 Blue|
|8th||+2||+6||+2||+6||Cloudless Mind||34 Points+4 Green+4 Blue|
|9th||+2||+6||+3||+6||Dreaming Adept||36 Points+4 Green+4 Blue|
|10th||+2||+7||+3||+7||Power of Dreams||36 Points+4 Green+4 Blue|
|11th||+2||+7||+3||+7||Dreamweaver||38 Points+4 Green+4 Blue|
|12th||+3||+8||+4||+8||-||38 Points+4 Green+4 Blue|
|13th||+3||+8||+4||+8||Dreaming Adept||40 Points+4 Green+4 Blue|
|14th||+3||+9||+4||+9||One with Dreams||40 Points+4 Green+4 Blue|
|15th||+3||+9||+5||+9||-||42 Points+4 Green+4 Blue|
|16th||+4||+10||+5||+10||Dreamweaver||42 Points+4 Green+4 Blue|
|17th||+4||+10||+5||+10||Dreaming Adept||44 Points+4 Green+4 Blue|
|18th||+4||+11||+6||+11||-||44 Points+4 Green+4 Blue|
|19th||+4||+11||+6||+11||Cloudless Mind||46 Points+4 Green+4 Blue|
|20th||+5||+12||+6||+12||Master of Dreams||46 Points+4 Green+4 Blue|
Hit Die: d6
Class Skills: The dreambound’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (dreambound) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Skill Ranks per Level: 6 + Int modifier.
All of the following are Class Features of the dreambound class. A character must sleep to regain uses of any ability limited in uses per day.
Weapon and Armor Proficiency: A dreambound gains no proficiency with any weapon or armor. A dreambound may freely cast spells learned with mana gained from the dreambound class in light armor.
Spellcasting: A dreambound is capable of tapping their mana to learn and cast spells. Like other spellcasters, a dreambound gains additional Mana Points as they level that may be allocated to any Pool the druid has access to (see Mana Pools for more information). Unlike many casters, a druid gains an amount of bonus points when they level that are automatically allocated to their Green and Blue mana pools so long as they have access to the Green and Blue Mana Pools.
Dream Bond: At 1st level, a dreambound forms a bond with the Dreamscape, allowing them to draw power from the dreaming realm. A dreambound naturally learns the core spells tying them to the Dreamscape as they level (see Dreaming Spells for more information). The dreambound gains access to all pre-Epic dreaming spells immediately and continues to gain access to the core dreaming spells as innate spells at the appropriate levels.
Steady Mind: A dreambound must maintain a calm composure that many find difficult to master. A dreambound is immune to emotion spells and spell-like abilities (though they can still effected by supernatural or extraordinary ones). Further, a dreambound may always take 10 on Wisdom ability checks, even if threatened. However, a dreambound may never be the willing target of any ability or use any ability that would enhance an emotion (such as the berserker’s Rage class ability).
Natural Dreamer: A dreambound gains a bonus on all Knowledge (Dreambound) checks equal to one-half their dreambound level.
Waking Mind: Starting at 2nd level, a dreambound gains an incredible sense of the world around them while they’re sleeping. The dreambound gains 5 ft of bindsense per dreambound level while asleep or within the dreamscape. The dreambound only gains this blindsense if they know they’re asleep or within the dreamscape. Additionally, so long as they know they’re asleep, the dreambound remains fully aware of their surroundings even while asleep (using any senses they may normally possess while awake, including their blindsense from this ability). As such, while they’re aware they’re sleeping, sleeping does not cause the dreambound to be considered helpless, does not make them automatically accept harmless spells, and does not impose any penalties on Perception checks.
Resist Dream’s Lure (Ex): At 4th level, a dreambound gains a +4 bonus on saving throws against the spell-like and supernatural abilities of creatures native to the Dreamscape. This bonus also applies to saves made against magical sleep effects, made to resist the effects of the Dreamtide, Wisdom checks made to leave a dream, and on Constitution checks made to resist the effects of losing sleep.
Dreaming Adept: Starting at 5th level, a dreambound may Quicken (as the Quicken spell metamagic) a Dreaming spell once per day. Additionally, a dreambound casts a spell that puts a creature to sleep or directly interacts with their dreams, the dreambound may choose to add the Dreaming descriptor to it.
At 9th level, a dreambound increases the save DC of their Dreaming spells by +1 and gains a +1 artificial caster level bonus for their Dreaming spells.
At 13th level, a dreambound’s bonuses to save DC and artificial caster level bonuses for their Dreaming spells each increase to +2.
At 17th level, a dreambound may now Quicken a Dreaming spell twice per day.
Dreamborn Empathy: At 7th level, a dreambound learns to improve the attitude of creature’s native to the Dreamscape. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dreambound rolls 1d20 and adds her dreambound level and her Charisma modifier to determine the dreamborn empathy check result.
The typical dreamscape native has a starting attitude of unfriendly, while nightmares are almost always hostile.
To use dreamborn empathy, the dreambound and the dreamscape native must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.
If a dreambound has the wild empathy ability from another class, their dreambound class levels stack with levels of that class (or classes) for determining the effectiveness of both wild empathy and for dreamborn empathy.
Cloudless Mind: A dreambound is constantly tested by the powers of the Dreamscape, the exposure eventually turning their mind into a fortress. Starting at 8th level, a dreambound becomes immune to any magical effect that would put them to sleep and gains Iron Will as a bonus feat. If the dreambound already possesses the Iron Will feat, they instead gain another feat they meet the prerequisites for as a bonus feat.
At 19th level, a dreambound gains immunity to compulsion or charm spells and effects and gains Epic Iron Will as a bonus feat. If the dreambound already possesses the Epic Iron Will feat, they instead gain another feat they meet the prerequisites for as a bonus feat.
Power of Dreams: At 10th level, a dreambound Increases the save DC of their Green spells by +1, increase the save DC of their Blue spells by +1, or increase the save DC of their Green/Blue spells by +2. A dreambound additionally gains a +1 bonus to overcome spell resistance with their Green spells, a +1 bonus to overcome spell resistance with their Blue spells, or +2 bonus to overcome spell resistance with their Green/Blue spells.
Dreamweaver: A dreambound visits hundreds if not thousands of dreams over their lifetime, slowly mastering the art of not just creating those dreams but of sending a creature to those slumbering worlds. Starting at 11th level, a dreambound gains a bonus equal to one-half their dreambound level on any Craft or Perform check made as a part of creating a dream. Additionally, a dreambound increases the hit dice cap of spell that’s put creatures to sleep by an amount equal to their dreambound level.
At 16th, a dreambound reduces enemy fortification by 25% against their spells that put creatures to sleep or interact with their dreams (treat immunity as 100% fortification). A dreambound has become so skilled at weaving dreams, they may even make slumber creatures that do not normally sleep (such as constructs). Additionally, a dreambound now adds their Intelligence modifier to the hit dice cap of spell that’s put creatures to sleep.
One with Dreams: Having spent hundreds if not thousands of their days deep within the Dreamscape, the dreambound eventually become at one with the world. At 14th level, a dreambound counts as a native of the Dreamscape, notably making them immune to the effects of the Dreamtide. The dreambound’s type does not change nor does their home plane change, though they no longer gain the extraplanar subtype while on the Dreamscape. Creatures native to the Dreamscape see the dreambound as one of their own, regarding them as neutral and will not attack them unless provoked.
Master of Dreams: At 20th level, something