Ace32
Explorer
This is a PrC based on a dream one of my players had, and we thought it might be fun to make into a prestige class. This takes into account the Region of Dreams from the Manual of the Planes, and a template to create nightmare creatures (giving them the subtype nightmare, which is what triggers many of the powers in this PrC).
I'm looking for balance comments, and maybe any ideas for abilities to fill the gaps at 4 and 7.
Thanks!
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DREAM KNIGHT
The Dream Knight is a noble warrior who travels the many dreamscapes of the Region of Dreams battling horrible creatures of nightmare, protecting the innocent, and keeping the creatures from spilling out into the real world. The calling of the Dream Knight is sent only to those chosen by the most honorable Queen of the Dream Citadel, who draws the prospective Dream Knight into her dreamscape and knights them there. The Dream Knight spends much of his time in the region of dreams, making use of his lucid dreaming ability, until he is able to transport himself there directly.
Hit Die: d10.
Requirements:
· Alignment: Must be Lawful Good.
· Base Attack Bonus: +8.
· Diplomacy: 8 ranks
· Equipment: Masterwork full-plate and masterwork greatsword.
· Special: Must have been knighted by the Queen of the Dream Citadel during a dream.
The Dream Knight class skills (and the key ability for each skill) are: Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Lucid Dreaming (wis), Knowledge (religion) (int), Profession (wis), Ride (dex)
Skill points at each level: 4 + Int modifier.
Weapon and Armor Proficiency: Dream Knights gain no new proficiencies.
Smite Evil (Su): Once per day, you may attempt to smite evil with one standard melee attack (choose which one before attacking). You may add your Charisma bonus, if any, to your attack roll, and deal 1 extra point of damage per dream knight level when striking an evil creature (maximum +15). If you attempt to smite a non-evil creature, the attack roll and damage bonuses are negated and this ability is still used up for the day. At 5th level you gain the ability to smite evil twice per day, and at 9th level you may smite evil 3 times per day.
Dream Weapon (Su): The Dream Knight can enhance his signature weapon in the same manner as a Samurai from Oriental Adventures, except that the gold donation is made to the Dream Queen in her palace in Dream. However, the Dream Knight can rearrange his weapon’s special abilities in a special ceremony known as the Rechristening. This ceremony takes an hour to perform, as the Dream Knight retreats into the Region of Dreams to switch his weapon’s abilities, realloting any enhancement bonuses for special abilities. The total of the effective enhancement bonus cannot exceed the weapon's original bonus.
Nightmare Slayer (Su): When attacking creatures with the nightmare subtype, you gain a +1 bonus to attack and damage rolls. This bonus increases to +2 at 6th level, and to +3 at 10th level.
Detect Nightmare (Sp): This ability functions exactly like the spell Detect Undead as cast by a sorcerer of the dream knight’s level, only in regards to nightmares. The dream knight can use this ability at will.
Dream Travel (Sp): The dream knight gains the ability to cast Dream Travel as a sorcerer of the dream knight’s level.
I'm looking for balance comments, and maybe any ideas for abilities to fill the gaps at 4 and 7.
Thanks!
---------------------------
DREAM KNIGHT
The Dream Knight is a noble warrior who travels the many dreamscapes of the Region of Dreams battling horrible creatures of nightmare, protecting the innocent, and keeping the creatures from spilling out into the real world. The calling of the Dream Knight is sent only to those chosen by the most honorable Queen of the Dream Citadel, who draws the prospective Dream Knight into her dreamscape and knights them there. The Dream Knight spends much of his time in the region of dreams, making use of his lucid dreaming ability, until he is able to transport himself there directly.
Hit Die: d10.
Requirements:
· Alignment: Must be Lawful Good.
· Base Attack Bonus: +8.
· Diplomacy: 8 ranks
· Equipment: Masterwork full-plate and masterwork greatsword.
· Special: Must have been knighted by the Queen of the Dream Citadel during a dream.
The Dream Knight class skills (and the key ability for each skill) are: Concentration (con), Craft (int), Diplomacy (cha), Heal (wis), Lucid Dreaming (wis), Knowledge (religion) (int), Profession (wis), Ride (dex)
Skill points at each level: 4 + Int modifier.
Weapon and Armor Proficiency: Dream Knights gain no new proficiencies.
Code:
Table: The Dream Knight
Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
----- ------ ---- ---- ---- -------
1st +1 +2 +0 +0 Smite Evil (1/day), Dream Weapon
2nd +2 +3 +0 +0 Nightmare Slayer +1
3rd +3 +3 +1 +1 Detect Nightmare
4th +4 +4 +1 +1
5th +5 +4 +1 +1 Smite Evil (2/day)
6th +6 +5 +2 +2 Nightmare Slayer +2
7th +7 +5 +2 +2
8th +8 +6 +2 +2 Dream Travel (1/day)
9th +9 +6 +3 +3 Smite Evil (3/day)
10th +10 +7 +3 +3 Nightmare Slayer +3
Smite Evil (Su): Once per day, you may attempt to smite evil with one standard melee attack (choose which one before attacking). You may add your Charisma bonus, if any, to your attack roll, and deal 1 extra point of damage per dream knight level when striking an evil creature (maximum +15). If you attempt to smite a non-evil creature, the attack roll and damage bonuses are negated and this ability is still used up for the day. At 5th level you gain the ability to smite evil twice per day, and at 9th level you may smite evil 3 times per day.
Dream Weapon (Su): The Dream Knight can enhance his signature weapon in the same manner as a Samurai from Oriental Adventures, except that the gold donation is made to the Dream Queen in her palace in Dream. However, the Dream Knight can rearrange his weapon’s special abilities in a special ceremony known as the Rechristening. This ceremony takes an hour to perform, as the Dream Knight retreats into the Region of Dreams to switch his weapon’s abilities, realloting any enhancement bonuses for special abilities. The total of the effective enhancement bonus cannot exceed the weapon's original bonus.
Nightmare Slayer (Su): When attacking creatures with the nightmare subtype, you gain a +1 bonus to attack and damage rolls. This bonus increases to +2 at 6th level, and to +3 at 10th level.
Detect Nightmare (Sp): This ability functions exactly like the spell Detect Undead as cast by a sorcerer of the dream knight’s level, only in regards to nightmares. The dream knight can use this ability at will.
Dream Travel (Sp): The dream knight gains the ability to cast Dream Travel as a sorcerer of the dream knight’s level.
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