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Dream Seeker

Deeply in touch with the spiritual world, these individuals are keenly aware of the desires, dreams, and aspirations of others. Through this spiritual link they can alter the consciousness of others, making their dreams appear as reality. Once mature in power they can even manifest dreams into the waking world. Good Dream Seekers use their powers to bring wonder into the world and to restore vision and hope to those who have lost it. Evil ones use their abilities to evoke fear and take advantage of the desires of others to suit their own needs.
    A Dream Seeker is commonly a wanderer. They travel to seek out new knowledge and new experiences. New experiences are seen to be the key to building a strong self-awareness. Exposure to new ideas enriches the mind and opens up new possibilities, new desires, new goals and aspirations, new dreams. With each new discovery the Dream Seeker gains a deeper insight into the nature of belief and how the sub-conscious world strongly influences reality.
    Dream Seekers develop their talents by first learning to become aware of their dreams and then learning to control them, by practicing how to subconsciously read and react to the emotional auras that surround other people, and by developing an awareness of the subtle and unseen presence of dreams and desires upon the real world. A beginning Dream Seeker is still learning to master their subconscious, while a master Dream Seeker dwells in a state of harmonious awareness of other people's and their own subconsciousness so perfect that they can manifest their will in tangible and lasting ways upon the waking world.
    Dream Seekers frequently work closely with religious organizations. Their unique insight into the desires of others easily couples with the hopes and dreams associated with worship of the divine. Dream seekers are commonly found in the company of the church of Illustree, Hiteh, and Shistar, but they have been found working alongside many other religions.
    Bards make the best Dream Seekers because of their natural ability to see into the hearts of others and because of their willingness to travel and seek out lore. Paladins are also good candidates, but few choose the path of the Dream Seeker due to its non-combative focus. Clerics are sometimes drawn to this specialism because of its uses in leading people to spirituality. Rogues are rarely drawn to the class because of the inner strength required, but corrupt Dream Seekers sometimes work alongside rogue's guilds and assist in helping them find objects of value. Sorcerers, Druids, and Wizards are usually too busy with their specialized and focused studies to seriously invest in this class without losing focus on the skills which they need to perform their profession well. Barbarians, Fighters, Monks, and Rangers are obviously poor candidates for becoming Dream Seekers due to their martial focus, lack of spellcasting ability, and concentration on the physical realm, rather than the metaphysical.
    Hit Die: d6

Requirements

To qualify to become a Dream Seeker, a character must fulfill each of the following criteria.
    Base Save: Will +5
    Skills: Sense Motive 7 ranks, Knowledge (religion) 7 ranks
    Special: Must be able to cast divine or arcane spells.

Class Skills

The Dream Seekers's class skills (and the key ability for each skill) are Bluff (Chr), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge Geography (Int), Knowledge History (Int), Knowledge Local (Int), Knowledge Religion (Int), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Cha), Spellcraft (Int), Spot (Wis), and Swim (Str). See Chapter 4 of the Player's Handbook for skill descriptions.
    Skill Points at Each Level: 4 + Int modifier.

Class Features

All of the following are class features of the Dream Seeker prestige class.
    Weapon and Armor Proficiency: Dream Seekers are proficient with all simple weapons. They are proficient with light armor, but not with shields or tower shields.
    Spells per Day: A Dream Seekers magical power continues to grow as they gain levels. When a Dream Seeker advances in ability and gains a new spellcasting level, the character gains new spells per day as if they had also gained a level in a spellcasting class they belonged to before they added the prestige class. However, they do not gain any other additional benefit from their other character classes.
    Harmony of One (Ex): A Dream Seeker learns to develop an inner harmony within themselves at 1st level. The first step to understanding others is being at peace with oneself. This mystical peace allows them to attain complete and restful sleep in a period of four hours rather than eight. After four hours they are fully rested and able to regain spells and heal normally. This same inner clarity gives them a clearer view of the world about them, not merely giving them insight into other people, but also honing their senses and granting them low-light vision. At 6th level a Dream Seekers awareness of the world about them is such that they gain Darkvision with a 60 foot range.
    Tranquility of Purpose (Su): Before a Dream Seeker can help others they must learn to free their spiritual being. At 2nd level, once per day, by focusing on the self of their dreams, a dream seeker can bring a small part of their dream self into the waking world for a short time. A Dream Seeker can only gain one bonus at a time by using this ability. Activating this ability is a full round action; it may be ended at any time as a free action. It's effects last for one minute per class level, during which the Dream Seeker gains one of the following benefits:

  • An insight bonus equal to their Charisma bonus (minimum +1) added skill checks based on one physical attribute of the Dream Seeker's choosing. For example, a Dream Seeker with an 18 Charisma could gain a +4 insight bonus to all Dexterity based skills for one minute per class level.
  • The effects of a disguise self spell, as the Dream Seeker alters their outward appearance as an exercise of their force of personality made visible.
  • The effects of an augury spell, as the Dream Seeker consults their subconsciousness for guidance on events whose details their waking self may have overlooked.
  • Resistance 5 versus one energy type (choose from Acid, Cold, Electricity, Fire, Sonic). This improves to resistance 10 at 7th level. This resistance does not stack with that a spell, such as endure elements might provide.

A Dream Seeker can use this ability one additional time per day for every five class levels after 2nd (at 7th, 12th, 17th, etc) that they advance.
    Force of Will (Ex): At 5th level a Dream Seeker has begun to learn how to alter the fabric of reality with their mental strength. As a manifestation of their will, a Dream Seeker can substitute a Will save in place of a Fortitude or Reflex save. They may do this once per day for every five Dream Seeker levels.
    Quest of the Stars (Su): At 6th level a Dream Seeker has mastered their sense of self to such a degree that while their body sleeps they can expand their consciousness beyond their body, leaving it behind. This spiritual psyche is invisible, though the Dream Seeker can manifest a silvery outline of their body by concentrating. The spiritual psyche of the Dream Seeker can pass through objects as though incorporeal and has a flight movement rate of 90 ft.
    A spiritual psyche cannot attack and they cannot normally be attacked. Spells which hedge out extra-dimensional travelers, such as a forbiddance, also bar passage to the spiritual psyche. Spells such as dismissal and dispel evil/good/law/chaos can forcibly return the spiritual psyche to its body. Force effects affect the dream psyche normally and can harm the spiritual psyche, otherwise it is impossible to harm. The spiritual psyche is delicate, having a number of hit points equal to the Dream Seekers Charisma score. A Dream Seeker who's spiritual psyche is killed or forcibly returned to their body are fatigued and must immediately make a Fortitude save (DC 15) or suffer 2 points of Wisdom damage and be stunned for 1d4 rounds. While traveling in this spiritual psyche the Dream Seeker is unaware of what is taking place around their body, unless within direct view of it. If their body suffers harm then the spiritual psyche is aware of the results of the attack. The spiritual psyche may, at any time,
Lvl  Base
Attack
Bonus
  Fort
Save
  Ref
Save
  Will
Save
  Special  Spells per Day
1+0+0+0+2Harmony of the Stars, Force of Will+1 level of existing spellcasting class
2+1+0+0+3Tranquility of Purpose 
3+2+1+1+3 +1 level of existing spellcasting class
4+3+1+1+4+1 level of existing spellcasting class
5+3+1+1+4Force of Will+1 level of existing spellcasting class
6+4+2+2+5Quest of the Stars+1 level of existing spellcasting class
7+5+2+2+5 +1 level of existing spellcasting class
8+6+2+2+6The Third Eye+1 level of existing spellcasting class
9+6+3+3+6 +1 level of existing spellcasting class
10+7+3+3+7Awakened Manifestation+1 level of existing spellcasting class
forcibly return to their body and suffer the effects outlined above. Otherwise, the psyche may return to its body by traveling back to it and merging with it; this is a standard action.
    While separated from its body, the spiritual psyche can neither hear nor make sound, however they can communicate with sleeping creatures as if using the Dream spell. Further, while maintaining concentration (DC 10) they may evoke a minor telekinetic power similar in ability to mage hand.
    The Third Eye (Su): At 8th level a Dream Seeker has mastered their rapport with the dream world to such a degree that they can peer into the dream subconsciousness of other beings and use the primitive ideas and emotions to their advantage. After concentrating upon a creature for three rounds the Dream Seeker then gains a +5 insight bonus to Bluff, Diplomacy, Innuendo, Intimidate, and Sense Motive checks made against the target creature. The Dream Seeker appearance, as perceived only by the target creature, changes to subtly evoke their subconscious emotions and memories and granting the Dream Seeker an advantage over them. These changes to the Dream Seeker exist solely in the mind of the target creature, they are effectively phantasms (thus mindless creatures are immune to this effect). The Dream Seeker may use this power once per day and one additional time per day for every five class levels beyond eighth level.
    Awakened Manifestation (Sp): At 10th level the Dream Seeker has mastered the intangible link between the waking world and the power of the subconsciousness. They are able to create a spell-like effect identical to limited wish once per week.

Epic Dream Seekers

Epic Dream Seekers are masters at understanding how the unconscious mind influences the waking world. An epic Dream Seeker gains the following:

  • Skill Points at Each Additional Level: 4 + Int modifier
  • Spells per Day/Spells Known: The epic dream seeker's caster level increases by one per level gained above 10th. The epic dream seeker continues to gain new spells per day (and spells known, if pplicable) at each new level, up to the maximum spells per day and spells known of the spellcasting class to which the dream seeker belonged before adding the prestige class.
  • Bonus Feats: One bonus epic feat selected from the list of epic dream seeker feats every three levels after 10th (At 13th, 16th, 19th, 22nd, and so forth).
        Epic Dream Seeker Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Craft Magic Arms and Armor, Craft Epic Rod, Craft Epic Staff, Craft Epic Wondrous Item, Efficient Item Creation, Enhance Spell, Epic Leadership, Legendary Commander, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Will, Ignore Material Components, Improved Darkvision, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Master Staff, Master Wand, Multispell, Permanent Spell Emanation, Polyglot, Scribe Epic Scroll, Spell Knowledge, Spell Stowaway, Spell Opportunity, Spontaneous Spell, Tenacious Magic
  • Tranquility of Purpose: One additional use per day for every five class levels beyond 2nd (at 7th, 12th, 17th, and so on).
  • Force of Will: One additional use per day for each class level divisible by five (at 5th, 10th, 15th, 20th, and so on).
  • The Third Eye:: One additional use per day for each class level beyond 8th (at 13th, 18th, 23rd, and so on).