Post by Sardinal on May 31, 2017 22:44:57 GMT -5
The Dream Weaver of Sama'el
History:
The Dream Weavers of Sama'el originated in the Fourth Age of Severall, deep within the Barbarian Plains of West Elyra. Wise men and women of the Oashakka tribe began experimenting with local plants and herbs, creating psychoactive smokes and medicines. They used these medicines to send their tribal leaders and champions on great vision quests through their dreams. Eventually, through their own use of the medicines, these men and women, who became the first Dream-Weavers, met the Great Spirit they call Sama'elutthu the DreamFather. At the feet of this Great Spirit they enhanced their abilities, learning more of how to use herbalism, lucid dream states, and guided dreaming to help their people find their true path. They also learned to summon forth the power of the Dream World into the waking world to defend their people. Finally, the most powerful among them learned to take themselves bodily to the Dream World and to confront their deepest selves there.
Today, the Oashakka faith speaks of the Freashaggra, or Three Footsteps. In this belief, most people walk the first footsteps, Habrashaggra, the peoples footsteps. They lead normal lives without the need for a Dream Weavers guidance. Others, however, choose to walk the Oinobishaggra, the Destiny's Footsteps. Everyone has an Oinobishaggra, according to this faith. They have only to seek out those who can help them find it. Among these tribal people, their leaders and heroes are said to be walking the Oinobishagrra. Finally, those who seek their Oinobishaggra but then turn away from it are said to walk the Dolucrashaggra, the Footsteps of Woe. These people are believed to leave turmoil and woe in their wake wherever they may go until they return to their Oinobishaggra.
It is the Duty of tribal Dream Weavers to help those who seek their Footsteps of Destiny. They use their talents to set people on the path to their greatest self. The Dream Weavers do not see the future, but instead help people to see what directions their life could take and how to chase their dreams.
Since its inception, the Dream Weaver has spread throughout the Barbarian peoples, its philosophy slowly shifting as it did. Today, people of all tribes seek out Dream Weavers for their sage and mystic advice. Most Dream Weavers are former Clerics or Mystics.
Prerequisites
Deity: Sama'el
Domain: Dream
Feats: Spell Focus: Conjuration
Skills: Craft Alchemy 8 ranks or Profession: Herbalist 8 ranks, Knowledge: Planes 3 ranks.
Level Bab Fort Reflex Will Special Spellcasting
1 0 2 0 2 Dreamweaving, Natural Dreaming +1 level of existing divine
2 1 3 0 3 Somnolence +1 level of existing divine
3 2 3 1 3 Augmented Summoning +1 Level of existing divine
4 3 4 1 4 +1 level of existing divine
5 3 4 1 4 Extended Dreamweaving +1 level of existing divine
6 4 5 2 5 +1 level of existing divine
7 5 5 2 5 Dream Walker +1 level of existing divine
8 6 6 2 6 +1 level of existing divine
9 6 6 3 6 +1 level of existing divine
10 7 7 3 7 Morphean Projection +1 level of existing divine
Hit Die: d8
Skills: 2 + Int/level. Concentration, Craft, Lucid Dreaming (Wis), Heal, Know: Arcana, Know: Religion, Know: Planes, Know: Nature, Profession, Sense Motive, Spellcraft
Abilities:
Dreamweaving: (su)
Whenever The Dream Weaver casts a Conjuration (Summoning) spell or a Conjuration (Calling) spell to summon a creature the caster can choose to make it a Dream-Woven Spell. The creature or creatures summoned gain the Dream-Woven template (See the beastiary). Dream-Woven spells are always chaotic spells. Dream-Woven summoned creatures are not simply beasts summoned from other places or planes, but idealized versions of the creatures manifested from Morpheus, the World of Dreams. The creatures take on startling traits and colorations that have meaning to the Dream Weaver who brought them forth. Good Dream Weavers tend to bring forth creatures of beauty, while often evil Dream Weavers summon minions take on ghastly visages. Whatever the details, the creatures still appear, in general, to be the original type of beast but with dream like qualities overlaid upon them.
worldofseverall.proboards.com/thread/273/dream-woven-creature-template
Natural Dreaming: At first level the Dream Weaver removes all Summon Monster spells from his class list and replaces them with the appropriate level Summon Nature's Ally spells. Each time the Dream Weaver gains access to another level of spells he does the same to that level.
Somnolence: (ex) Falling asleep is an act of will for Dream Weavers. Regardless of how recently they have slept or other pertinent physical situations, a Dream Weaver of second level or higher may simply make a DC: 10 Wisdom Check to fall into a natural sleep within the next minute. They can be woken normally.
Augmented Summoning: (ex)At 3rd level the Dream Weaver gains the Augmented Summoning feat as a bonus feat. If he already has the Augmented Summoning feat he may choose any other feat for which he qualifies.
Dream Walker:(ex) A Dream Weavers study of the Plane of Dreams grants him a bonus to his Lucid Dreaming skill equal half his class level.
Extended Dreamweaving:(ex) When casting a Dream-Woven spell, the duration of that spell is doubled as if by the Extend Spell metamagic feat.
Morphean Projection: This powerful ability can be used once per day. The Dream Weaver can use this ability in one of two ways.
Morphean Excursion: (Su) This ability works like Astral projection except for the following. The Dream Weaver and those he takes with him form Dream bodies (As astral bodies including gear) on the Plane of Morpheus. You cannot travel to other planes as with Astral projection. There is no silver cord connecting you to your body. If your Dream Body is slain you simply wake up.
Morphean Catharsis: (Su) This ability allows the Dream Weaver to enter the dreams of any single person he personally knows or can physically touch if he doesnt know them. The target gets a Will save (DC 10 + the Dream Weavers class level + The Dream Weavers Wisdom Modifier) if they are unwilling. Once inside he may attempt to control their Dream as if controlling an area of Morpheus at which point they can apply the affects of either a Dream spell or a Nightmare spell if they choose. Most importantly, The Dream Weaver may force a confrontation between the person and their subconscious mind.
The subconscious mind of a subject that fails this will save forms a dream body of its own to speak with its conscious mind. The being formed from the subconscious is an idealized version of the subject, completely free of any mental, emotional, or physical aspects that have been forcibly changed on the subject. Scars vanish, missing limbs are returned, even permanent alteration to the heart and mind are gone. Memories hidden, changed, or erased are present, the effects of charms and compulsions and other Mind-Affects effects are gone, even alignment changes brought about by magic (such as atonement spells or a Deck of Many Things) are removed (Though gradual alignment change through roleplay and personal choice does not revert). The subconscious persona is the target as they are meant to be, whole and purely them. The subconscious persona can inform the conscious mind of all the forced changed he has undergone but cannot, itself, correct them. It can attempt to convince the conscious mind to seek out ways to correct these changes. The character must make a diplomacy check opposed by himself. Success on the part of the subconscious mind places the character under a voluntary Geas effect to find ways to correct these changes.
For Example, an individual under the effects of a Modify Memory spell undergoes Morphean Catharsis. His subconscious persona can inform him his memories have been altered, and can even tell him what his true memories are, but cannot restore those memories to the conscious mind. The restoration of those memories must be accomplished by other means. The subconscious mind and the conscious character then make opposed diplomacy checks. If the subconscious mind wins, the individual would fall under a geas to hunt down a means to remove the modified memories. Likewise, a person who has been the victim of a Mind Rape, a Psychic Surgery, or any other mind altering effect could be told what happened and the details of the changes, and even those responsible, but it can not give them back the experiences, thoughts, or feelings that were taken or altered.
History:
The Dream Weavers of Sama'el originated in the Fourth Age of Severall, deep within the Barbarian Plains of West Elyra. Wise men and women of the Oashakka tribe began experimenting with local plants and herbs, creating psychoactive smokes and medicines. They used these medicines to send their tribal leaders and champions on great vision quests through their dreams. Eventually, through their own use of the medicines, these men and women, who became the first Dream-Weavers, met the Great Spirit they call Sama'elutthu the DreamFather. At the feet of this Great Spirit they enhanced their abilities, learning more of how to use herbalism, lucid dream states, and guided dreaming to help their people find their true path. They also learned to summon forth the power of the Dream World into the waking world to defend their people. Finally, the most powerful among them learned to take themselves bodily to the Dream World and to confront their deepest selves there.
Today, the Oashakka faith speaks of the Freashaggra, or Three Footsteps. In this belief, most people walk the first footsteps, Habrashaggra, the peoples footsteps. They lead normal lives without the need for a Dream Weavers guidance. Others, however, choose to walk the Oinobishaggra, the Destiny's Footsteps. Everyone has an Oinobishaggra, according to this faith. They have only to seek out those who can help them find it. Among these tribal people, their leaders and heroes are said to be walking the Oinobishagrra. Finally, those who seek their Oinobishaggra but then turn away from it are said to walk the Dolucrashaggra, the Footsteps of Woe. These people are believed to leave turmoil and woe in their wake wherever they may go until they return to their Oinobishaggra.
It is the Duty of tribal Dream Weavers to help those who seek their Footsteps of Destiny. They use their talents to set people on the path to their greatest self. The Dream Weavers do not see the future, but instead help people to see what directions their life could take and how to chase their dreams.
Since its inception, the Dream Weaver has spread throughout the Barbarian peoples, its philosophy slowly shifting as it did. Today, people of all tribes seek out Dream Weavers for their sage and mystic advice. Most Dream Weavers are former Clerics or Mystics.
Prerequisites
Deity: Sama'el
Domain: Dream
Feats: Spell Focus: Conjuration
Skills: Craft Alchemy 8 ranks or Profession: Herbalist 8 ranks, Knowledge: Planes 3 ranks.
Level Bab Fort Reflex Will Special Spellcasting
1 0 2 0 2 Dreamweaving, Natural Dreaming +1 level of existing divine
2 1 3 0 3 Somnolence +1 level of existing divine
3 2 3 1 3 Augmented Summoning +1 Level of existing divine
4 3 4 1 4 +1 level of existing divine
5 3 4 1 4 Extended Dreamweaving +1 level of existing divine
6 4 5 2 5 +1 level of existing divine
7 5 5 2 5 Dream Walker +1 level of existing divine
8 6 6 2 6 +1 level of existing divine
9 6 6 3 6 +1 level of existing divine
10 7 7 3 7 Morphean Projection +1 level of existing divine
Hit Die: d8
Skills: 2 + Int/level. Concentration, Craft, Lucid Dreaming (Wis), Heal, Know: Arcana, Know: Religion, Know: Planes, Know: Nature, Profession, Sense Motive, Spellcraft
Abilities:
Dreamweaving: (su)
Whenever The Dream Weaver casts a Conjuration (Summoning) spell or a Conjuration (Calling) spell to summon a creature the caster can choose to make it a Dream-Woven Spell. The creature or creatures summoned gain the Dream-Woven template (See the beastiary). Dream-Woven spells are always chaotic spells. Dream-Woven summoned creatures are not simply beasts summoned from other places or planes, but idealized versions of the creatures manifested from Morpheus, the World of Dreams. The creatures take on startling traits and colorations that have meaning to the Dream Weaver who brought them forth. Good Dream Weavers tend to bring forth creatures of beauty, while often evil Dream Weavers summon minions take on ghastly visages. Whatever the details, the creatures still appear, in general, to be the original type of beast but with dream like qualities overlaid upon them.
worldofseverall.proboards.com/thread/273/dream-woven-creature-template
Natural Dreaming: At first level the Dream Weaver removes all Summon Monster spells from his class list and replaces them with the appropriate level Summon Nature's Ally spells. Each time the Dream Weaver gains access to another level of spells he does the same to that level.
Somnolence: (ex) Falling asleep is an act of will for Dream Weavers. Regardless of how recently they have slept or other pertinent physical situations, a Dream Weaver of second level or higher may simply make a DC: 10 Wisdom Check to fall into a natural sleep within the next minute. They can be woken normally.
Augmented Summoning: (ex)At 3rd level the Dream Weaver gains the Augmented Summoning feat as a bonus feat. If he already has the Augmented Summoning feat he may choose any other feat for which he qualifies.
Dream Walker:(ex) A Dream Weavers study of the Plane of Dreams grants him a bonus to his Lucid Dreaming skill equal half his class level.
Extended Dreamweaving:(ex) When casting a Dream-Woven spell, the duration of that spell is doubled as if by the Extend Spell metamagic feat.
Morphean Projection: This powerful ability can be used once per day. The Dream Weaver can use this ability in one of two ways.
Morphean Excursion: (Su) This ability works like Astral projection except for the following. The Dream Weaver and those he takes with him form Dream bodies (As astral bodies including gear) on the Plane of Morpheus. You cannot travel to other planes as with Astral projection. There is no silver cord connecting you to your body. If your Dream Body is slain you simply wake up.
Morphean Catharsis: (Su) This ability allows the Dream Weaver to enter the dreams of any single person he personally knows or can physically touch if he doesnt know them. The target gets a Will save (DC 10 + the Dream Weavers class level + The Dream Weavers Wisdom Modifier) if they are unwilling. Once inside he may attempt to control their Dream as if controlling an area of Morpheus at which point they can apply the affects of either a Dream spell or a Nightmare spell if they choose. Most importantly, The Dream Weaver may force a confrontation between the person and their subconscious mind.
The subconscious mind of a subject that fails this will save forms a dream body of its own to speak with its conscious mind. The being formed from the subconscious is an idealized version of the subject, completely free of any mental, emotional, or physical aspects that have been forcibly changed on the subject. Scars vanish, missing limbs are returned, even permanent alteration to the heart and mind are gone. Memories hidden, changed, or erased are present, the effects of charms and compulsions and other Mind-Affects effects are gone, even alignment changes brought about by magic (such as atonement spells or a Deck of Many Things) are removed (Though gradual alignment change through roleplay and personal choice does not revert). The subconscious persona is the target as they are meant to be, whole and purely them. The subconscious persona can inform the conscious mind of all the forced changed he has undergone but cannot, itself, correct them. It can attempt to convince the conscious mind to seek out ways to correct these changes. The character must make a diplomacy check opposed by himself. Success on the part of the subconscious mind places the character under a voluntary Geas effect to find ways to correct these changes.
For Example, an individual under the effects of a Modify Memory spell undergoes Morphean Catharsis. His subconscious persona can inform him his memories have been altered, and can even tell him what his true memories are, but cannot restore those memories to the conscious mind. The restoration of those memories must be accomplished by other means. The subconscious mind and the conscious character then make opposed diplomacy checks. If the subconscious mind wins, the individual would fall under a geas to hunt down a means to remove the modified memories. Likewise, a person who has been the victim of a Mind Rape, a Psychic Surgery, or any other mind altering effect could be told what happened and the details of the changes, and even those responsible, but it can not give them back the experiences, thoughts, or feelings that were taken or altered.