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
Hit Die: d6
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.
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.
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
- 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,
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.
||Spells per Day|
|1||+0||+0||+0||+2||Harmony of the Stars, Force of Will||+1 level of existing spellcasting class|
|2||+1||+0||+0||+3||Tranquility 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||+4||Force of Will||+1 level of existing spellcasting class|
|6||+4||+2||+2||+5||Quest of the Stars||+1 level of existing spellcasting class|
|7||+5||+2||+2||+5|| ||+1 level of existing spellcasting class|
|8||+6||+2||+2||+6||The Third Eye||+1 level of existing spellcasting class|
|9||+6||+3||+3||+6|| ||+1 level of existing spellcasting class|
|10||+7||+3||+3||+7||Awakened Manifestation||+1 level of existing spellcasting class|
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
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
- 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).