Dreamwalker Template?

Uzumaki

First Post
My DM and I worked in tandem to try and create a Dreamwalker template. Dreamwalkers are rare in his campaign, so I pointed him toward the character classes that were made for Sagiro's campaign and suggested he pick powers from there and stick the ones he thought would fit. Well, he bailed on that and built it pretty much from the ground up. He's not done with it yet, but I'd like to offer him some unbiased advice. Since I'm very unbiased toward him, I'd like to ask you for some help. Here's the template in its first draft.

DREAMWALKER

Abilities: +2 to primary Psionic Attribute.

Special Qualities

Sleep (Ex): The Dreamwalker can put himself to sleep with a Concentration check (DC 15).

Dreamwalk (Ex): The most astounding power of the Dreamwalker is the ability to enter the Dreamworld. While sleeping, the Dreamwalker can mentally enter the Dreamworld and view the dreams of others from a distance. This viewing can provide a window into the mind of the dreamer. This requires a Concentration check, DC dependant on how well the Dreamwalker knows the person.
Intense love or hate: DC 10
A well-known friend: DC 15
An aquaintance: DC 20
Someone you’ve seen or met once: DC 25
Someone you’ve only heard of: DC 30
Total stranger: DC 35
While viewing this person’s dream, the Dreamwalker can speak to the slumbering person. Note that this doesn’t last very long, since a sudden voice ringing throughout your dreams tends to wake you up violently. Those dreaming cannot respond.
When Dreamwalking, the Dreamwalker is peacefully asleep, and gets the normal amount of rest. He can be awakened the same way everyone else can.

Visions (Ex): Sometimes while sleeping, Dreamwalkers are subjected to prophetic dreams. Normally this power is entirely random, but occasionally the Dreamwalker can attempt to focus this ability by making a Concentration check (DC 20) before going to sleep. These dreams are allegorical, and are open to wide interpretation.
Visions are draining to for the Dreamwalker, and so he only gains half the normal amount of rest. He can be wakened the same way everyone else can.

Walk the Dream (Su): While sleeping, the Dreamwalker can walk the Dreamscape, a twisted reflection of the Material Plane. This can work as an inaccurate form of the Scry skill, and can be accomplished with either the Scry or Remote View skills. Keep in mind that other beings on the Dreamscape can see you while you are doing this, so this ability is not without risks. The Dreamwalker can also jump to any point in the Dreamscape that he has been to in the Material Plane by making a Concentration check (DC 15, +5 if he knows the area very well).
While walking the Dream, the Dreamwalker is considered in peak physical health and is at max hit points and ability scores. Any Intelligence, Wisdom or Charisma damage still carries over.
While Walking the Dream, the Dreamwalker is able to shape the Dreamscape to his liking. The Dreamwalker can create small changes to his environment, such as change his clothing, create chairs and food, etc.
Any damage done to the Dreamwalker when Walking the Dream deals subdual damage to his sleeping body, unless specifically stated otherwise. Ability damage is temporary.
When Walking the Dream, the Dreamwalker is not actually sleeping, so he gains no rest. Also, since his mind is not technically in his body, he is more or less dead to the world, and it takes a great deal to wake him.

Share the Dream (Su): When there is need, the Dreamwalker can take other sleeping minds with him to the Dreamscape to share what he sees. The Dreamwalker can take with him a number of people equal to half his level plus his Wisdom modifier. Note that this can be dangerous for the people the Dreamwalker takes, for they are more than likely unused to the chaotic nature of the Dreamscape. All those Sharing the Dream must be within 30 feet of the Dreamwalker.

Enter the Dream (Su): While Dreamwalking, the Dreamwalker can enter the dreams of others and affect them as if he was part of them. This is very dangerous! When you enter someone’s Dream, you must both make a Will save, DC 10. If both make the save, the DC goes up by 5. This continues until one party fails. If the Dreamwalker wins this contest of wills, he may do as he likes in the dream. If the dreamer wins, the Dreamwalker becomes part of the dream, and is subject to the dreamer’s will.
While in the Dream, and still under his own volition, the Dreamwalker can battle the dreamer. All damage done is subdual. Also, the Dreamwalker can force the person to wake. The dreamer gets a Will save (DC 10 + half the Dreamwalker’s level + the Dreamwalker’s Charisma modifier) to resist this effect.

Waking Dream (Su): At the height of his power, the Dreamwalker can physically enter the Dreamworld. With a successful Concentration check (DC 25), the Dreamwalker winks out of the Material Plane and appears on the Dreamscape, in the same physically condition as before. This can be used to quickly travel from place to place, or for a quick getaway. Due to the harmful energies of the Dreamscape, a Dreamwalker can only stay there for a number of minutes equal to his level + Wisdom modifier.
Travel in the Dreamscape is quite different than travel in the Material Plane; it can either go faster or slower, but rarely goes at the same pace. Roll a d20. If the result is 1-10, your travel goes slowly, and you only move at half your speed. With an 11-19, you double your movement speed. If you roll a 20, you move a number of miles equal to your base movement rate.
To exit the Dreamscape, you must succeed at another Concentration check (DC 25). If you fail to exit the Dreamscape before your resistance wears off, the chaotic energies of the place destroy your mind.
In an act of unquestioned evil, the Dreamwalker can attempt to pull another person into the Dreamscape with him. The Dreamwalker must succeed in making at touch attack. The victim is allowed a Will save (DC 15 + half the Dreamwalker’s level + the Dreamwalker’s Wisdom modifier) to resist. If he fails, he is pulled with the Dreamwalker into the Dreamscape, where his sanity is instanty destroyed by the energies of the place.




Ability Levels
Sleep, Dreamwalk: 1
Visions: 5
Walk the Dream: 10
Share the Dream, Enter the Dream: 15
Waking Dream: 19+


My problems with the template is that I think it is too weak. At a +1 CR he gains only a few abilities that are almost entirely dependant on checks and he also loses sleep. Compared to a Half-Celestial (+1 CR in the MM; did that get increased? If so, I'm not surprised...), who gets a +4 to AC, buttloads of spell-like abilities, and ability score increases up the wazoo.

Thanks in advance. :)
 
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Hi RangerWickett, :) Thanks for the link. I've never seen an Asgard issue before.

I could just be missing it, but I didn't see the rules presented in template form. When I pointed my DM toward those rules, he said they were too Cleric-heavy, and he doesn't want Dreamwalking to have anything to do with channeling pos/neg energy.
 

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