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Dreamscapes  The Definitive Guide to Worlds Beyond Sleep

Lead Designer and Writer Joseph Miller 

Additional Design and WritingTim Hitchcock 

Editor Tim Hitchcock 

Additional Design ConceptsAdam Martin, Nathan Miller 

Graphic Design and LayoutGareth-Michael Skarka

Artwork appears courtesy of Jupiter Media Corporation

PlaytestersJ.R. Bluett, Joseph Browning, Brian Byers,

Chris Clinkenbeard, Samuel Crecelius,

Victoria French, Jason Fultz, James King,

Adam Martin, Noah Nadeau, William E. MayII, Michelle Muenzler, Chris Peterson, Eric

Stark, Suzi Yee

ALL GAME TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT

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“Take this kiss upon the brow!

 And, in parting from you now,

Thus much let me avow-

You are not wrong, who deem

That my days have been a dream;

Yet if hope has flown away

 In a night, or in a day,

 In a vision, or in none,

 Is it therefore the less gone?

 All that we see or seem

 Is but a dream within a dream.

 I stand amid the roar 

Of a surf-tormented shore,

 And I hold within my hand 

Grains of the golden sand-

 How few! yet how they creep

Through my fingers to the deep,

While I weep-while I weep!

O God! can I not grasp

Them with a tighter clasp?O God! can I not save

One from the pitiless wave?

 Is all that we see or seem

 But a dream within a dream?”

 ––Edgar Allen Poe, A Dream Within A Dream

 

 Dreamscapes provides rules to help GMs create exotic

and unique Dream Planes for their players to experience and

explore. It presents a generic baseline of rules for designing and

campaigning within a Dream Plane and is supplemented with a

number of variants in order to allow GMs to accentuate whatever

facet of the Dream Plane they prefer. It also considers a variety

A Dream Within a Dream

of topics GMs should take into account when deciding upon what

characteristics they want to portray in their particular version of a

Dream Plane.

There are many themes and concepts explored in this book

all of which are meant to provide players and GMs with options

rather than set-in-stone rules. One of the predominate themes of

this book is the surrealistic quality of adventuring within a Dream

Plane. Portraying surrealism can be a difficult task, especially to

do so in a balanced manner, therefore a wide variety of options

are presented to tailor the detail and labor required from GMs

as they design their own Dream Planes. Players too will have

to adjust to adventures in a Dream Plane. They will need to

deal with strange predicaments and amazing environments,

all the while exploring their own newfound abilities to do the

improbable and even the seemingly impossible. Another facet

of the surreal nature of a Dream Plane is the overt contrasts and

subtle allusions that populate such a world. After all, dreams

range from stark black and white episodes to colorful and

confusing affairs, and GMs must have a deft eye to know when

each is called for and when something in between is best.

Using the guidelines set forth in the rest of this book GMs

will discover a pool of possibilities that Dream Planes offer them

Such planes grant the power to bring more color, richness, and

depth to campaigns through the exploration of the subconscious

mind and its imaginings. This can be an exciting and daunting

 prospect for GMs, but well worth the sacrifice of time and energy

when it brings expressions of wonderment or dread upon a

 player’s face as the world he thought he knew turns out to be a

horse of a different color.

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What Dreams Lie Within?

   Dreamscapes is a book intended for people who wish to add

a surrealistic quality to their fantasy roleplaying games with

a minimum of new rules to read through and learn. This book

expands upon the material presented within the PHB, DMG, and

MM; from character races, classes, skills, feats, equipment, and

spells to how to run a surrealistic campaign and what monsters

might lurk within a Dream Plane. Experienced players and

GMs will find the information laid out in a manner familiar tothem, while beginners should have time to digest the rules and

terminology within the PHB before attempting to add the rules

found herein to their campaign. The flowing is a brief breakdown

of what lies within the chapters of Dreamscapes:

Part I: Facets of the Dream Plane  Chapter 1––Sleep Hath Its Own World: Provides GMs

a plethora of possible planar traits a Dream Plane might have

and details the effects each trait has on both the inhabitants and

lands of a Dream Plane. It also introduces six example Dream

Planes for inspiration and quick use in adventures and campaigns.

Finally, the Dream Point System is presented as the standardmethod of indicating and balancing a character’s ability to

exaggerate their abilities in the Dream Plane and even influence

the reality of the Dream Plane itself.

Chapter 2––To Sleep! Perchance to Dream: Introduces the

various types of dreamers that might be found within a Dream

Plane and discusses issues from how dreamers enter or depart the

 plane to how they live or die in a dream. Each of the six example

Dream Planes are also discussed here to give GMs an idea of how

the various dreamer types work within specific Dream Planes.

Standard templates for each dreamer type are also included for

ease of use within a Dream Plane campaign that assumes the

standard dreamer rules presented in this chapter. This chapter

also includes information on the standard racial dream traits andsurreal class features, which are used to embellish characters

within a Dream Plane. At the end of the chapter is a section of

alternative racial dream traits and surreal class features GMs can

use if they are not using the Dream Point System.

  Chapter 3––Why Not?: Details the new and incredible dream

uses for skills that allow for everything from balancing on thin

air to swimming up a waterfall. It describes the dream benefits a

character gains when he has access to a particular feat within the

Dream Plane. Dream items are also discussed from what they are

made of to their symbolism. Interspersed throughout each section

are new skills, feats, and equipment made specifically for use in a

dream-based campaign, thus allowing GMs and players to create

characters that are more focused on adventuring in the DreamPlane.

  Chapter 4––Boldness has Genius: Contains information

upon how magic and magic items might be affected or altered

within a Dream Plane. It presents a number of possible dream

spells that characters might be able to use while in a dream world

and includes information on spell templates and how they interact

with spellcasting in the Dream Plane. This

chapter also delves into the question of whether

intelligent items dream and provides a number of

new dream-oriented magic items for use in the

Dream Plane.

Appendices:  Appendix A—Monsters under the Bed: Contains guidelines

for altering and creating monsters for a Dream Plane.

  Appendix B–– Alternative Dream Abilities: This appendix

 provides GMs with alternative rules for racial dream traits,

surreal class features, skills, and feats that are not based upon the

Dream Point System.

 

Adventuring in Dreams

  The rules presented within this tome allow for a variety of

adventures from a complex and surreal campaign to a simple

side-trek into a stereotypical dungeon with melodramatic villains

and damsel in distress. Dream adventures can be anything a GM

wants them to be. They can range from simple black and white

episodes of good versus evil to devious affairs in which nothing

and no one is as it seems. The effects of an adventure within a

Dream Plane can be as contained or far-reaching as a GM desires

depending upon what planar and dreamer traits they choose.What one does within a dream may have no ramification upon

the real world, but if a GM so chooses it can have an immanent

effect. The possibilities for adventure in a Dream Plane are

 bounded only by a GMs imagination.

  As will be seen throughout Dreamscapes, adventures within

the Dream Plane allow both martial and non-martial characters

to make significant contributions. Races, classes, skills, and feats

are all given additional abilities within the Dream Plane and as

such they can result in fantastic conclusions to most any combat

or non-combat encounter.

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Sleep Hath Its Own World

“Our life is two-fold: Sleep hath its own world,

 A boundary between the things misnamed 

 Death and existence: Sleep hath its own world,

 And a wide realm of wild reality,

 And dreams in their development have breath,

 And tears, and tortures, and the touch of joy;

They leave a weight upon our waking thoughts,They take a weight from off our waking toils,

They do divide our being; they become

 A portion of ourselves as of time,

 And look like heralds of eternity;

They pass like spirits of the past––they speak

 Like sybils of the future; they have power–– 

The tyranny of pleasure and of pain;

They make us what we were not––what they will,

 And shake us with the vision that’s gone by,

The dread of vanished shadows––Are they so?

 Is not the past all shadow?––What are they?

Creations of the mind? ––The mind can make

Substance, and people planets of its own

With beings brighter than have been, and give

 A breath to forms which can outlive all flesh.

 I would recall a vision I dreamed 

 Perchance in sleep––for in itself a thought,

 A slumbering thought, is capable of years,

 And curdles a long life into one hour.”

 ––Lord Byron, The Dream.

  The conception of a Dream Plane can be as varied as the stars

and to attempt to encapsulate all the possible permutations within

this tome would be folly, but what can be done is a elucidation

of a variety of overarching traits that a Dream Plane might have

as they relate to the planar rules set forth within the DMG (see

Adventuring in Other Planes). As such the following chapter will

discuss in detail the consequences and effects each particular

 planar trait might have on a Dream Plane and its natives. By the

end of the chapter GMs should have a working understanding

of the planar characteristics a Dream Plane might possess andthe implications of those traits. Accordingly, GMs should be

able to customize the Dream Planes they create to fit their own

interpretation of what characteristics such a plane would have.

What Type of Plane?

  There are five types of planes presented in the DMG: the

Material Plane, Transitive Planes, the Inner Planes, the Outer

Planes, and the Demiplanes. Of these planar types the Material

Plane can be disregarded since the Dream Plane most definitely

deviates from this standard reality that is represented by the

Material Plane’s planar traits. This leaves us with four possible planar types to consider.

Transitive

The Dream Plane is a conduit for traveling to other

 planes. The two primary categories for transitive planes are

encompassing and coexistent. An encompassing

 plane shares its borders with every known plane

consequently becoming a pathway to anywhere

in the cosmos. Coexistent planes are two planes

that simply overlap each other facilitating travel

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 between them.

  If the Dream Plane is designated as an encompassing transitive

 plane then it becomes a useful means of travel throughout the

cosmos. The Dream Plane might exist in tandem with the Astral

Plane or instead of it, but in either case it should be a distinctly

different plane. Whereas the Astral Plane is a great, endless,

and nearly empty sphere of clear silvery sky, the Dream Plane

should be a great, endless, and always teeming sphere of untamed

activity. What a marvelous contrast it would be if both the Astral

Plane and Dream Plane paralleled with each other and planartravelers could choose between the safe, but usually uninteresting

Astral Plane or the ever excitable Dream Plane when they decide

to travel beyond their home worlds. The Dream Plane could also

imitate the planes it touches upon so areas near the Elemental

Plane of Fire would have fiery themes and images, while the

regions near the Material Plane might have a more worldly tone

to them.

  If on the other hand, the Dream Plane is a coexistent transitive

 plane, then it becomes useful as a means of travel within the

 plane it coexists and any planes with which it is coterminous. The

most likely candidate for coexistence with a Dream Plane would

 be the Material Plane, though it is certainly possible for the

Dream Plane to overlap or be coterminous with other planes. Ifthe Dream Plane coexists with the Material Plane, then it needs to

 be decided whether its natives and landscape reflect the Material

Plane or not. Another decision to make is whether those upon

the Dream Plane can see into the Material Plane and if so what

they see. Is the Dream Plane just like the Ethereal Plane, where

things in the Material Plane appear muted and indistinct, colors

 blurring into each other and edges turning fuzzy, or do those

within the Dream Plane see murkier or clearer representation of

 people and objects in the Material Plane? What about those on

the Material Plane, can they see into the Dream Plane and if so

when and how? Another issue that needs covering is whether or

not creatures native to the Dream Plane can enter the Material

Plane at will, through some ritual, via a spell, or by chance. Ifthey can enter the Material Plane do they do so in a corporeal,

quasi-real, or incorporeal form? Can people in the Material Plane

enter the Dream Plane by any of the above means? Finally, it

must be decided if objects can be brought into and out of the

Dream Plane and by what means, would it be similar to how the

Plane of Shadow works, where quasi-real creatures and objects

can be summoned from it into the real world or should the stuff

of dreams stay just that and have no place in the Material Plane.

Inner Plane

  The Dream Plane is one of the foundation stones of theuniverse along with the other elements within the Inner Plane.

The most likely candidate for the Dream Plane to represent would

 be the sphere of the soul, a place of both intellect and spirit. It

would be a plane of forms and allegory, a place where ideas and

concepts, and the essence of emotions would take form and live

and breathe. It would be a spirit realm where the animating forces

of the cosmos would reside. A Dream Plane in this vein might

 be the origin of all life forces, which would

filter out into the other planes a place where

one could meet the unborn and unrealized as

well as what is and always has been. Such a

Dream Plane would perhaps present those who

visited it, either in their dreams or in person, a foreshadowing of

the future or a hint to an enigma that has some bearing upon the

Material Plane. As an Inner Plane, the Dream Plane would have

a more elemental theme in the portrayal of its planar qualities

and natives. As a basic building block of the cosmos there

would probably be a number of spells using it as a key element

and descriptor, similar to the way spell descriptors are used to

represent elemental planes in the PHB. A Dream clerical domain

made up of a selection of dream-based spells would also be

warranted due to the elemental nature of the Dream Plane and anexample of such is provided in Chapter 4.

Outer Plane

  The Dream Plane as an aligned plane and final resting place of

some souls from the Material Plane. The most likely alignments

for such a Dream Plane would be chaotic or neutral. A chaotic

Dream Plane would be a constantly shifting plane where what

exists one minute might not in the next, and where magic and

thought can cause the world to change in wild and erratic ways.

Chaotic and shapeshifting creatures would probably be common

inhabitants or it might be the final resting place for fey and

elves. A neutral Dream Plane would be slightly more stable and predictable, only influenced by lucid minds and perhaps spells

from particular schools. Such a plane would be more hospitable

to creatures of all types. It could be a place where visionaries

and dreamers rule and find there home in the afterlife. Though

less likely, the Dream Plane could have inclinations toward good

or evil, though such a place would be more idyllic or dreadful

depending upon which alignment it is associated with. A good

Dream Plane would be a wondrous and wonderful world where

one’s soul is constantly uplifted and engendered with peace,

whereas an evil Dream Plane would be dark and ominous,

crushing the spirits of those who enter it through constant trial

and tribulation. The former could be a heavenly residence and

reward for good people, while the latter might be a hellish plane

where evildoers are tormented for eternity.

  Another option regarding an outer plane would be to create

a layered Dream Plane with each alignment represented, even a

lawful level. This allows one to present a singular Dream Plane

where all creatures could come in their dreams or afterlives and

 participate in a plane divided. Skirmishes and conflict, both open

and secret might occasionally or constantly erupt between the

each layer of the Dream Plane with various organizations seeking

its control.

Demiplane

  The Dream Plane as a finite and less accessible demiplane

 presents many options for exploration. Demiplanes can range

from only a few hundred feet across, to as large as a world.

Also due to their unique character, demiplanes are typically

more difficult to discover through planar travel as they are not

or cannot be mapped in the normal depictions of the known

cosmos. Arrival in a demiplane is instead dependent upon

meeting a specific condition or conditions. In light of these traits,

a Dream Demiplane could be as large or small as desired, and

the conditions to arrive might be as simple as falling asleep or

as difficult as requiring a intricate ritual at a certain time of the

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year or a particular place. The easier it is to enter into the Dream

Demiplane, the more creatures will be present and larger the

Dream Demiplane should be. If secret knowledge is needed to

enter the Dream Demiplane, who possesses and protects it? If the

method of entry into the Dream Demiplane is only known to a

select few, then the Dream Demiplane may be smaller and reflect

the vision and desires of its native inhabitants.

  Another important aspect of a demiplane to consider is who or

what created it in the first place? Has it always been a part of the

cosmos? Was a deity responsible for the formation of the DreamDemiplane? If so, does the deity reside within and influence

the Dream Demiplane, simply watch over it for amusement, or

have some other purpose in mind? Is it a place where the deity’s

followers can gather? What if the Dream Demiplane was created

 by magic? Is it a place of study and refuge for a particular wizard,

a wizarding university, or conclave, or has its creator long since

 passed from the cosmos leaving the world to its own designs?

Which Planar Traits?

  There are four standard types of planar traits: physical,

elemental and energy, alignment, and magic. The followingsections feature a discussion of specific planar traits and provides

suggestions as to which are best used to portray a Dream Plane.

Physical Traits

  The three most important natural laws, in regards to depicting

a Dream Plane, are how does gravity work, how does time pass,

and how easily is reality altered? Of lesser importance is the

question of the size and shape of a Dream Plane as most Dream

Planes will be infinite in regards to this planar trait.

Gravity:  Normal gravity is the most practical type of gravity that could

 be present in a Dream Plane, though bendable gravity allows

for many of the surreal movements one might expect in a dream

without complicating things too much. Completely subjective or

subjective directional gravities are possibilities, but both traits

would be quite difficult to describe and adventure in, requiring

more deliberation and work on the part of both GMs and players.

Other types of gravity would be less likely to dominate a Dream

Plane, though there might be pockets of gravitational variance

throughout the dream. Heavy gravity would have its place in

nightmarish areas of a Dream Plane, while light, objective

directional, and no gravity zones would be found in more

fantastic areas of the dream.  There would be no change to the populace and landscapes of a

Dream Plane with normal gravity, but a world with the bendable

or subjective gravity traits would have fantastic and bizarre

structures, especially if each object had its own independent

gravitational orientation. Perhaps natives of such a Dream Plane

would find it completely normal to walk sideways or upside

down and build structures without a thought to the concept

of a preset gravity. Topsy-turvy staircases and upside down

 buildings would be possible in a Dream Plane where objects have

independent gravitational direction. A bendable or subjective

Dream Plane would also affect the climate of the world with rain

“falling” sideways, clouds forming along the ground instead of

the sky, or the sun marching across the firmament, which lays

 beneath one’s feet. Heavy gravity would result in squat and

sturdy dwellings and denizens, whereas light gravity would allow

for lofty and lithe creations and creatures. No gravity would

result in physically weaker creatures, as strength would become

unnecessary in many respects and also result in the construction

of structures far beyond what can built in areas with even light

gravity. Finally, objective directional gravity would orient the

inhabitants and structures of the world to a completely differentconcept of down and provide for some interesting notions from

its populace as well as present novel problems and innovative

solutions created by this different, but predictable orientation of

gravity.

  Recommendation: Normal, bendable, or completely subjective

gravity.

 New Gravity Traits

  Bendable Gravity: A plane with this trait appears to

have normal gravity, but characters able to make a successful

Wisdom check (DC 16) can set a new type of gravity as a free

action. This change last for one round and may be maintained by concentration each round thereafter without the need for

additional Wisdom checks.

Completely Subjective Gravity: This type of gravity is

similar to subjective directional gravity, except characters can

determine what type of gravity and (if any) what direction is

“down.” It takes a successful Wisdom check (DC 16 to set a new

type of gravity or direction as a free action; this check can be

made once per round. Any character that fails this Wisdom check

receives a +6 bonus on subsequent checks until he succeeds.

When a character creates an item in a plane with completely

subjective gravity the object is considered to have the same

gravity type and direction as the creator did at the time of the

item’s creation. This item’s inherent gravitational trait can be

changed at a later time, but requires physical contact with the

object and a Wisdom check (DC 16) to set a new gravity type or

direction. This check can be made once per round as a full-round

action. A character that fails the Wisdom check to change an

item’s gravitational trait receives no bonus to subsequent checks.

Time:Time is an area where a Dream Plane has a plethora of potentials

with which to play. Normal time is entirely appropriate for a

Dream Plane and is easy to deal with, but equally valid are other

time traits. The timeless trait would be fine for any type of Dream

Plane, although it is recommended to use the Astral Plane’sapproach to the timeless trait where time does not retroactively

affect the character once he has left. An alternative to the timeless

trait would be to use the ageless or determinable timeless traits,

which are similar in concept to the timeless trait, but distinct in

effect. Flowing and erratic time are also attractive possibilities

and would be quite useable in a Dream Plane setting, the former

keeps things simple for GMs and players to keep

track of, whereas the latter provides for some

interesting potential when a group of adventurers

arrive back home from a campaign in a Dream

Plane. Last but not least, cyclical time can be a

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great boon to GMs as it creates a fast paced feel to the campaign,

as the constant replenishment of abilities allows characters to

 push farther and faster than they would be able to do elsewhere.

This also creates situations where encounters near the end of

the cycle encourage characters to resolve a pressing encounter

 before they must face a refreshed enemy, or vice versa, to fight a

delaying action in hopes of replenishing themselves at the turning

of the cycle.

  Whether a Dream Plane has normal, flowing, or erratic time

would make little difference to the world’s denizens at least untilthey begin to experience other planes. An ageless or timeless

Dream Plane would engender prudence and forethought in its

natives. In addition the timeless trait would cause other notable

effects. There would be no biological drive for predators to seek

out flesh, no need to toil in the dirt for sustenance, nor would

there be skirmishes over food or water supplies. Such a Dream

Plane would have more time for leisure and contemplation, and

as a result lend itself to more intellectual and spiritual pursuits.

The battles and wars of such a world would be based less upon

tangible resources, and more over the hearts and minds of men.

Finally, as a side effect of the inability to heal naturally, those

with the capacity to heal magically might garner more respect

and power in a timeless Dream Plane. The determinable timelesstrait would make “growing older” a personal decision and lead

to an abundance of inhabitants who appear young, but are quite

learned and experienced in the world. In such a plane old age

might be a sign of an individual’s status in society undertaken

in solemn ceremony or it could be so alien a concept that very

few natives know what an elderly creature looks like let alone

want to undergo its effects. Finally, in a plane with cyclical

time the inhabitants will be used to the constant renewal of their

abilities and refreshing of their bodies resulting in a culture that

lends itself to a fast-paced life, full of constant change and the

exploration of one’s surroundings and oneself.

  Recommendation: Any.

 New Time Traits

  Ageless: Same as the timeless trait, except it only affects aging

and does not result in retroactive aging once one leaves the plane.

This means characters would still experience hunger, thirst, the

effects of poison, and healing while on a plane with this trait, but

not aging effects.

  Cyclical Time: This planar trait sets an interval of time at

which all a characters renew themselves. This cycle can be

anything from one hour to eight hours and is meant to represent

the sleeping or rest cycles, depending upon the length of time

chosen, of most creatures. The last minute of each cycle is knownas the turning. The turning of a cycle can have a number of

effects, which are listed below as examples.

  Healing: Creatures heal lethal, nonlethal, and ability damage

as if they have had a full day’s worth of rest.

  Dream Points: Creatures regain all their dream points, if using

the Dream Point System. In addition, any non-permanent dream

 point effect has its duration end from the dream actions of skills

to the dream benefits of feats.

  Racial and Class Features Renewed: 

Creatures regain used racial traits and class

features, including expended spell slots.

  Preparing Spells: Creatures with spell slots

may prepare them during the turning. Wizards and those casters

that need spellbooks must have the spellbook upon their person

at the turning of the cycle in order to prepare spells, unless they

have spell mastery.

  Determinable Timeless: Within a plane with this trait a

character can choose whether they are affected by timeless trait

in regards to hunger, thirst, aging, the effects of poison, and

natural healing. This choice is made when a character first arrives

in the plane or for natives at the age of reason, though it can be

changed later with a Wisdom check (DC 16). This check can bemade once per round as a free action. Any character that fails this

Wisdom check receives a +6 bonus on subsequent checks until

he succeeds. If one leaves the plane they choose whether they

experience some or all of the conditions suppressed by this trait.

 Shape and Size: Most Dream Planes are infinite in size and shape, though a

Dream Demiplane would be finite in size and therefore have a

definable shape, perhaps even a self-contained shape. A Dream

Demiplane could also have one of the shifting traits, imparting an

effectively surreal quality to its size and shape.

  Natives of an infinite Dream Plane would likely have a

sense of unfettered prospects for the future and possibilitiesfor experience, whereas those of a finite plane would be more

experienced with the concept of boundaries and the dangers of

 pushing past them.

As for a finite Dream Plane, a spherical shape would

have the feel of a normal planet with horizons sparking the

imagination and warning that “here be dragons”, whereas a

hollowed out sphere, where natives live upon the inside of the

world, establishes a different attitude about other cultures and

exploration. Upon such a plane, one can see landmarks and cities

far beyond them; there are no horizons to hide one’s destination

and, as such, exploration would be less a search for the unknown

and more a voyage to places seen, but never experienced. So too,

there might be a kinship that forms in such worlds with races

feeling closer together than upon a world with horizons and able

to see the large-scale tragedies that occur around the world. It is

 possible that instead of stars in the sky one would see the lights

of far off cities in the night, of course that is assuming there is a

night as it can be wondered whether such a plane would have a

sun hanging at the core of the sphere casting light to all realms

all the time, unless of course the sun fluctuates in size and thus

luminosity. A cube shape provides a similar outlook as a sphere,

though those who experience the edge of such a plane might find

the encounter slightly unsettling as they step off of a seeming

cliff and strangely onto the other side. A torus shape presents its

natives with both strange horizons and the ability to see otherregions of the world creating an interesting mixture of some of

the above notions.

A predictable shifting plane engenders within its natives an

awareness of the orderly passage of time and though it might

sound strange, the inhabitants of such a world would grow quite

used to the changes and might even plan their journeys around

them. After all, if a plane shrinks in size at regular intervals,

it would make much more sense to travel during those times

as one’s destination is essentially closer than it was before. A

Dream Plane that changes its shape at reliable times also presents

a similar consideration for natives and perhaps a belief in the

 purpose of the change with rituals taking place only when the

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world is a certain shape. An erratic shifting Dream plane would

 be a chaotic place to explore offering endless possibilities in

an ever-changing plane and its natives might see exploration

as fruitless since little true knowledge is ever gained and foster

wariness of the world. Alternatively, they could see the ever-

changing world as a great and endless opportunity to prove their

worth and uncover the unknown in a spirit of adventure and

daring.

 Recommendation: Infinite for non-demiplanes and finite or

self-contained for a demiplane.

 New Shape and Size Traits

  Predictable Shifting: A predictable shifting plane is a finite

or self-contained plane that changes its shape and size at regular

intervals. When creating a predicable shifting plane one should

come up with a schedule according to which the plane changes.

This can be anything from an hourly, daily, weekly, monthly,

or even yearly timetable during which the shifting takes place.

Changes in size and shape can be predictable as well with a kind

of calendar of shifts mapping them out annually. The following is

 provided as an example for a self-contained shape plane with the

 predicable shifting trait.

Table 1.1: Predictable ShiftingTime Shape and Size

1st hour Large spherical5th hour Medium spherical9th hour Small spherical13th hour Small cube17th hour Medium cube21st hour Large cube

  Erratic Shifting: An erratic shifting plane is a finite or self-

contained plane that changes its shape and size in unpredictable

ways or at irregular intervals. When creating an erratic shifting

 plane one should decide if there is a regular time at which the

shift happens or if it happens without concern to time. The

following is provided as an example for a finite plane with the

erratic shifting trait.

Table 1.2: Erratic Shifting

D% Shape and Size (every day)

1-25 Shrink  26-30 Change shape, shrink size31-55 No change56-70 Change shape, same size71-95 Enlarge96-100 Change shape, enlarge size

Morphic Traits: Rather than applying the alterable morphic traits that are

commonplace in most planes, the surreal nature of the Dream

Plane is best illustrated using highly morphic and active morphic

traits. If the Dream Plane is an Outer Plane, the divinely morphic

trait might be more appropriate. The magically morphic trait

might work for a coexistent transitive Dream Plane similar to

the Shadow Plane, where dreams, like shadow illusions have

real effects. The static trait could be a possibility for a Dream

Plane if one prefers a world where adventurers can have verylittle effect, especially if its a transitive plane mainly used for

transportation. A slightly different take on the static traits is to

limit its effectiveness to specific creatures, objects, or groups of

individuals. This allows adventurers to have greater influence

over a Dream Plane, but still limits what can be changed in

the world. The sentient trait is a distinct possibility for use in a

Dream Plane, but requires special consideration and extra effort

on the part of GMs to make it work. Last but not least, one can

make an entwined Dream Plane, which coexists and can affect

the Material Plane and vice versa, though this might cause the

Material Plane to become more surreal as a side effect, something

GMs may wish to leave to the Dream Plane.

  A highly morphic Dream Plane that reacts to sentient thoughtwould make for some interesting possibilities. Does the Dream

Plane react to one’s every thought or are only certain thoughts

realized within it? How does the world react to passing whim

or fleeting desire? Could the various aspects of an individual’s

 personality become personified? After all, the Dream Plane’s

responsiveness to sentient thought would determine the

characteristics of its natives. An oversensitive Dream Plane might

cause its inhabitants to be more guarded in their thoughts, as they

may not wish to upset their surroundings with frivolous notions.

If however, the Dream Plane is less responsive, then the feat of

changing one’s environment becomes an act of will power where

one must force the plane to conform to certain wishes. Such a

Dream Plane would foster strong-willed natives firm in both their

actions and beliefs, and perhaps even archetypical in their nature.

Another possibility, represented in the activated morphic trait,

is the belief that strength of character and force of personality

might be the true driving forces behind the ability to change a

Dream Plane’s environs. The natives of this Dream Plane would

 be poignant and colorful characters each with their own personal

magnetism and influence over the events within the world. Epic

enterprises and even larger egos would dominate and shape the

landscape in the image of the most charismatic and passionate of

the Dream Plane’s leaders.

A static Dream Plane, on the other hand, would offer its

natives little power over their world. Perhaps it fosters futilityfor those within it or, if it is an idyllic place, great joy in their

unchanging paradise. It might also be the case that the natives

themselves are simply part of the Dream Plane and unchangeable

in their thoughts or actions. Such a plane would be eerie to

outsiders who would see the world in action, but be unable to

affect it or interact with it in any way. In a manner of speaking,

they would be insubstantial to the Dream Plane. A limited static

Dream Plane however, would offer both outsiders

and natives the opportunity to influence the world

with recognizable limitations. If the objects of the

world are static there would be no non-magical

ability to construct things, as wood and stone

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would be unaffected by axe or pick. In such a world those with

the power to create resources would likely be given special

treatment or positions of power. If, however, the natives were

the static element of the plane, then the nature of conflict would

 be changed as attrition of forces would be impossible. Instead

imprisonment and planar exile might become the only means to

quell one’s enemies. Secret prisons of enormous size would be

found in a plane with this trait and every imaginable precaution

would be taken to ensure inmates do not escape. Finally, if only a

select group of individuals are static, then these would likely bethe plane’s overlords, feared and envied for their indestructible

nature. Of course envy can turn to hate and eventually to

rebellion, which could result in some if not all of these superior

 beings being imprisoned or exiled from the Dream Plane by its

natives.

  A Dream Plane with either sentient thought or empathy

 presents a plethora of opportunities for extraordinary encounters.

 Natives in such a world might worship the Dream Plane as a

deity, seeking protection from its whim and wrath. Even those

who do not venerate the Dream Plane must be considerate of

the world itself and cautious of stoking its fury through their

actions. If it is decided that a Dream Plane is sentient, one should

consider what alignment the plane might have and what possibleactions it might take for its followers or against its enemies.

Another question that should be asked is what brought about the

sentience of the Dream Plane? Was a deity’s essence dispersed

throughout the Dream Plane or was it caused by an artifact or

magical process? Is it made up of the collective consciousness

of a particular world or plane? All of these questions lead to

more questions and concerns, but also great potential for GMs to

explore.

An entwined morphic Dream Plane would create an interesting

relationship between natives of the Material and Dream planes.

There might be a subtle war between both planes for dominance

and resentment of the usurpers who are constantly changing

the world “under their noses”. On the other hand, perhaps asymbiotic relationship would develop between the inhabitants of

 both planes with each working together. It is even possible that

there might be different times of the day, such as the daylight

hours, when the Material Plane is more dominant and other

hours, at night, when the Dream Plane reigns over the lands. The

 possibilities with entwined planes are endless and can create a

surreal bond between the Material Plane and Dream Plane that

will foster imaginative thinking and bizarre adventures that cross

over from one plane to the next in the blink of an eye.

   Recommendation: Highly morphic or activated morphic.

 New Morphic Traits  Empathic: Some planes respond to the needs of the character

within it, especially when situations become distressing or

dire. The more desperate a certain situation is, the greater the

likelihood that the plane comes to a character’s aid. In such

a case, the GM makes a secret Charisma check on behalf of

a character to determine if the plane is moved enough by a

character’s predicament to help them. The

following are three types of assistance the plane

might offer to those who succeed:

  Plausible Assistance: An item or creature appears

that is both appropriate to a character’s current

setting and needed by the character, such as a bottle of whiskey

at a bar to crack over another patron’s head, a guard answering

a character’s call for help while within a city, or a sword in the

guardhouse of an dungeon after his has been lost or broken:

Charisma check DC 10.

 Implausible Assistance: A needed item or creature appears, but

is not appropriate to his current setting, such as a bottle of holy

water in a graveyard crawling with undead, a unicorn appearing

in the mountains to heal the character, or a map of a brigand’s

campsite found within the drawer of his inn: Charisma check DC15.

  Desperate Assistance: A solution to a desperate situation

is discovered, such as when one is hopelessly lost or stranded,

stuck or trapped without a tangible exit or escape, or being faced

with an opponent whose CR is +5 or greater than the party level:

Charisma check DC 20.

  The resulting aid a character receives from the plane is

always at the discretion of the GM. It is encouraged that the GM

make Charisma checks secretly and at dramatically appropriate

moments. Also GMs should feel free to use these checks to help

characters that find themselves in an unexpectedly bad situation

due to poor luck.

  Entwined Morphic: This trait can only be used inconjunction with coexistent planes. The actions upon one plane

affect the other and vice versa as if both are the same plane, even

though both planes might have their own divergent traits.

  Limited Static: Similar to the static trait except not

everything is unchangeable within the plane. A plane with

this trait lists all living and non-living things, either in general

or specific that cannot be altered, the rest is considered to be

changeable.

Activated Morphic: A plane with this trait introduces some

mechanism to allow individuals to trigger its alteration. This

may be as simple as requiring a Wisdom check to change the

character’s immediate environment or complicated as the use of

the Dream Point System detailed at the end of this chapter.

Elemental and Energy Traits

  None of the elemental traits fit well with the concept of a

Dream Plane, though there may be some areas within the plane

where certain elements might dominate. A minor positive-

dominant Dream Plane is a possibility as it could be used to

create a vibrant and idyllic world of sharpened senses and

abundant beauty, but the other energy traits would be too

disruptive to extended play. Even a minor-negative plane is

 probably too troublesome as the constant damage it causes would

make it impossible for prolonged adventurers, though as stated before small areas within the Dream Plane with this trait might be

appropriate.

  Natives of a minor positive-dominant Dream Plane would

likely have optimistic outlooks upon life, as the enchanting world

they live in would foster a respect for the beauty of all things and

foster a sense of tranquility. The accelerated healing present in

such a plan would make death from injury or accident less likely

and so the experience of mortality would be one only expected in

the elderly. Murder and premature loss of life would be poignant

in such a Dream Plane and would strike sharply at the inherent

hopeful nature of its natives.

  Recommendation: Balanced.

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Alignment Traits

  The mildly chaotic or neutral-aligned traits are the most

 probable of the alignment traits to be present within a Dream

Plane, though the latter is the less disruptive option. A Dream

Plane could be good or evil-aligned, though it is more likely for

 portions of the plane to have these traits rather than the whole. A

law-aligned Dream Plane is hard to fathom, though small pockets

of law-aligned areas might be feasible.

  Natives of a mildly chaotic-aligned Dream Plane would probably be more daring and reckless in their actions: a world

of rebels, free spirits, and destroyers. Whim and pleasure

would guide most actions in the plane and make its inhabitants

unpredictable and unfettered in their actions. A good-aligned

Dream Plane on the other hand would foster philanthropic and

affable personalities within its natives, whereas an evil-aligned

world would lead to oppressive and selfish dispositions.

  Recommendation: Mildly neutral or chaotic-aligned.

Magic Traits

  Normal magic would be a good choice for the basis of a

Dream Plane, though the other types of magic traits could be

 present as well. Wild magic would certainly be appropriate for

a more chaotic interpretation of the Dream Plane, while dead

magic would lend itself to a darker more nightmarish plane.

Impeded, enhanced, or limited magic are all possibilities as well

with certain types of magic being more difficult to cast, potent

in effect, or even restricted from use within a Dream Plane. Thechoice of which spells and schools are affected by these traits

will shape the overall mood of a Dream Plane and each choice

should be made in order to create a certain quality for the plane to

embody.

  A Dream Plane with the wild magic trait encourages

spellcasting inhabitants to be more cautious casters, though

some might find the untamed nature of magic an exciting risk

that is always worth taking. Dead magic would have dire effects

on its natives making life in such a plane more arduous and

encouraging the development of physical strength. Depending

upon the impeded, enhanced, or limited magic within a Dream

Plane other facets of life within the world will be affected and

as a result the natives will have preferences for certain spells,wariness of some, and no experience of others.

  Recommendation: Normal magic.

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Example Dream Planes

  With a wide variety of traits to choose from GMs can make a

unique Dream Plane to fit almost any adventure. In order to help

spark the imagination the following section provides six example

Dream Planes, two transitive, one each of the inner and outer

 plane types, and two demiplanes. These Dream Planes use the

above-mentioned planar traits to create unique dream world that

GMs and players can explore.

The Between

  The Between encompasses or borders upon all of the known

 planes within the cosmos and can be used to travel to any of

them via either spell or portal. A vast region of ever-changing

environs and fantastic possibilities, The Between is a place where

characters can experience both the improbable and bizarre in

the blink of an eye. Regions of The Between that border upon

other planes typically reflect the planar traits of those worlds

and mirror certain elements within them, as such characters can

encounter most any type of terrain. Planar travelers are a common

sight within The Between, but a wide variety of natives can also be found in the stabilized pockets of the plane. These inhabited

areas are weird and wonderful islands of eccentric civility within

the peculiar and unpredictable world of The Between.

  The Between has the following planar traits:

  Completely subjective gravity

  Timeless: Age, hunger, thirst, poison, and natural healing do

not function in The Between, though they resume functioning

when the traveler leaves The Between, but not retroactively.

Highly morphic: The Between is constantly changing and

only a wish or miracle spell can stabilize an area within this

 plane. A character can shape their immediate environment out to

5 feet per effective character level by making a Wisdom check

(DC 16). Characters can aid another on this Wisdom check. If

successful, the character initiating the Wisdom check and all

who aid him must focus, as if concentrating on a spell in order to

maintain the effect. If concentration is lost or dropped the land

reverts to its normal and unstable condition. If two opposing

characters are trying to form the lands in their own image thenmake opposed Wisdom checks with the one that has a greater

total, which is also above DC 16 shaping the overlapping area of

influence as he sees fit.

  Mildly-neutral aligned

  Enhanced magic: All spells and spell-like abilities used

within The Between may be employed as if they were improved

 by the Quicken Spell feat. Already quickened spells and spell-like

abilities are unaffected, as are spells from magic items. Spells so

quickened are still prepared and cast at their unmodified level. As

with the Quicken Spell feat, only one quickened spell can be cast

 per round.

  Wild magic: On a plane with the wild magic trait spells and

spell-like abilities function in radically different and sometimesdangerous ways. Any spell or spell-like ability used on a wild

magic plane has a chance to go awry. The caster must make a

level check (DC 15 + the level of the spell or effect) for the magic

to function normally. For spell-like abilities, use the level or HD

of the creature employing the ability for the caster level check

and the level of the spell-like ability to set the DC for the caster

level check. Failure on this check means that something strange

happens; roll d% and consult the following table.

Table 1.3: Wild Magic in the Between

d% Effect

01 The caster is cursed as per the bestow curse spell for 1 round per caster level. No Will save.02-09 The caster is blinded or deafened for 1 round per caster level. No Fortitude save.10-19 Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.20-29 All creatures within 15 ft. of the caster, including himself, come under the effect of a confusion

spell. Will negates.30-39 The spell affects a random target or area. Randomly choose a different target from among those

in range of the spell or center the spell at a random place within range of the spell. To generate

direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To

generate range randomly, roll 3d6. Multiply the result by 5 feet for Close range spells, 20 feet

for Medium range spells, or 80 feet for long-range spells.40-49 Nothing happens. The spell does not function. Any material components are used up. The spell

or spell slot is used up, and charges or uses from an item are used up.50-59 Nothing happens. The spell does not function. Any material components are not consumed. The

spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again).An item does not lose charges, and the effect does not count against an item’s or spell-like

ability’s use limit.60-79 The spell functions normally.80-89 The spell functions normally, but any material components are not consumed. The spell is not

expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does

not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.90-99 The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has

the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is

already maximized with the feat, there is no further effect.100 The caster gains a moment of prescience, as per the spell, except the duration only lasts for 1

round per caster level.

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The Realm of Reverie

  The Realm of Reverie is a coexistent and coterminous plane,

its landscapes and landmarks easily recognized by those from

the Material Plane, though slightly accentuated and exaggerated.

Planar travelers can use the Realm of Reverie to travel

throughout the Material Plane, though they are also known to use

it as a place of refuge and healing. Though the Realm of Reverie

reflects the Material Plane there are plenty of differences, fromits unpredictable climates to its fantastic inhabitants. The Realm

of Reverie is alive with dreamers, explorers, and natives, each

experiencing the plane in their own unique manner. The fey are

the most influential race within the Realm of Reverie and are the

only creatures able to affect the normally static landscapes and

structures of the world.

  The Realm of Reverie has the following planar traits:

  Bendable Gravity

  Ageless

  Flowing time: 1 round in Material Plane equals 3 rounds in

the Realm of Reverie. Every day within the Realm of Reverie is

 but 8 hours within the Material Plane.

Limited static: The Realm of Reverie coexists with theMaterial Plane and mirrors its landscapes and structures closely,

thus when the Material Plane is physically changed so too is the

Realm of Reverie altered in a similar manner. There are some

slight differences between these two entwined planes, but those

who travel through the Realm of Reverie will have a tough

time detecting them due to their subtle nature. The only ways to

change a locale within the Realm of Reverie are to make a DC 16

Strength check to move unattended objects or change the area in

the Material Plane. If the Strength check is succeeded the object

remains in its new location, but over the course of each day it

will slowly seek to realign itself with the Material Plane moving

5 feet for every hour back towards its original placement. Fey

within the Realm of Reverie, treat the plane as alterable morphic.

They can affect the landscapes and structures of the Realm of

Reverie and move objects without need for Strength checks. The

changes made by fey within the Realm of Reverie can effect the

Material Plane if the fey make a Wisdom check (DC 16), but fey

only rarely use this ability as it causes them to manifest within

the Material Plane in their physical form while using it and for

one minute thereafter. The climate and illumination of the Realm

of Reverie does not necessarily match the Material Plane and can

 be quite divergent from the reality present there. The creatures

within the Realm of Reverie, both visitors and natives are not

static in nature and can be affected as normal by a variety of

effects.  Minor positive-dominant: The Realm of Reverie is

resplendent with vibrant colors, smells, sounds, and tastes. It

is teeming with life of all sorts and is a place of refuge and rest

for many creatures and as such all individuals within it gain fast

healing 2 and are considered to have a full day’s rest every 8

hours they spend within the plane, even if the individuals have

not rested. Undead creatures suffer 2 points of damage every

round they are in the Realm of Reverie.

  Mildly good-aligned

  Impeded magic: Conjuration (creation) and necromancy

spells are impeded.

  Enhanced magic: Conjuration (healing) spells are cast as

though they were prepared with the Empower Spell feat, though

they do not require the higher spell slots. Illusion spells are cast

as though they were prepared with both the Extend Spell and

Widen Spell feats, though they do not require the higher spell

slots. All spells and spell-like abilities used by fey within the

Realm of Reverie may be employed as if they were improved by

the Quicken Spell feat. Already quickened spells and spell-likeabilities are unaffected, as are spells from magic items. Spells so

quickened are still prepared and cast at their unmodified level. As

with the Quicken Spell feat, only one quickened spell can be cast

 per round.

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damage is one-fifth (20%) normal, and all special abilities that

do not deal lethal damage are only 20% likely to work. (Roll for

each use and each affected character separately.) Furthermore, the

essential creature’s AC bonuses and essential object’s hardness

are only one-fifth as large. A creature that succeeds on its save

sees the essential object, force, or creature as transparent images

superimposed on indistinct forms. Objects automatically succeed

on their Will saves against these spell-like abilities. A character

cannot have more than twice their Hit Dice in creatures created

via the image spells at any one time.  Mildly neutral-aligned

  Enhanced magic: All spells and spell-like abilities used

within the Plane of Essence may be employed as if they were

improved by both the Silent Spell and Still Spell feats. Already

silent or stilled spells and spell-like abilities are unaffected, as are

spells from magic items. Spells with these feats attached are still

 prepared and cast at their unmodified level.

The Ten-Tiered Dream of Morpheus

  In the Outer Planes lies the Ten-Tiered Dream of Morpheus,

a world where dreams and nightmares live and die in an eternal

struggle over the unconscious mind of a long slumbering deity.

This is a world where the delights and torments of a cursed god

are manifest. A variety of creatures, which by fate or chance

have been drawn into the Ten-Tiered Dream of Morpheus find

themselves in the midst of a tumultuous battle between the

fractious elements of a deity’s soul.

  The Ten-Tiered Dream of Morpheus has the following planar

traits:

  Bendable gravity

  Determinable timeless

  Divine morphic: Morpheus and his minions can change the

Ten-Tiered Dream with a mere thought, but for others the world

has the activated morphic trait.

  Sentient: Though the plane itself is sentient, its desires and

schemes are fractured and no single dominant personality to

drive its actions. As such the various tiers of Morpheus’s dream

are divergent in their reactions to presence and actions of the

individuals within it.

  Empathic

  Activated morphic: Uses the standard Dream Point System

to determine what a character can and cannot change in the Ten-

Tiered Dream of Morpheus.  Alignment traits: There are ten regions within the Ten-Tiered

Dream of Morpheus. The Hearth is the resting place of the deity

Morpheus and is strongly neutral-aligned, while the other tiers

around it range from the mildly good and law-aligned Citadel to

mildly chaotic and evil-aligned Hollow.

The Plane of Essence

  The Plane of Essence resides within the Inner Planes and is

a place where ideas, emotions, and dreams have substance and

shape of their own. It is possible to meet the elemental forms

of all things and interact with them. Those within this plane

can create quasi-real objects and creatures at will and populate

the world with fanciful concepts and terrifying constructs. All

manner of man and beast can be found within the Plane of

Essence from the mundane to the extraordinary. The Plane ofEssence is the birthplace of all dreams and the holding station for

all notions not yet realized.

  The Plane of Essence has the following planar traits:

  Completely subjective gravity

  Erratic time: Time within the Plane of Essence does not flow

in a predictable fashion. Every eight hours by Material Plane

standards the time flow within the Plane of Essence changes

occurring to the following table.

Table 1.4: Erratic Time on the Plane of Essenced% Time on Material

Plane

Time on

Plane of Essence

01 8 hours 1 round02-10 8 hours 1 minute11-40 8 hours 1 hour  41-60 8 hours 8 hours61-90 8 hours 1 day91-99 8 hours 1 week  100 8 hours 1 year  

  Timeless: Age, hunger, thirst, poison, and natural healing

do not function in the Plane of Essence, though they resume

functioning when the traveler leaves the Plane of Essence,

 but not retroactively. The Plane of Essence is timeless in

respect to magic, any spell with a noninstantaneous duration

is permanent until discharged or dismissed. Spells that require

concentration still do so within the Plane of Essence and are lost

once concentration is lost, even if normally they would persist

afterward for some amount of time.

  Highly morphic: A mere thought is all that is needed to

spark change in the Plane of Essence. And all creatures within

the Plane of Essence gain the following spell-like abilities. At

will- minor image. 3/day- hallucinatory terrain, major image.

1/day- permanent image. These “illusory” spell-like abilities

draw upon the raw essence of the plane and are not figments. As

such, the forces, objects, and creatures created by these spell-

like abilities are actually one-fifth (20%) as strong as real things,

though creatures believing them to be real are affected by them

at full strength. Any creature that interacts with an “essential”

force, object, or creature can make a Will save to recognize its

true nature. An essential force can mimic any spell of at leastone level lower than the effective spell level of the chosen spell-

like ability and has its normal effects unless the creature being

targeted succeeds its Will save. Each disbelieving creature only

takes one-fifth damage from the effect or if it is a non-damaging

spell it is only 20% likely to have an effect on any one particular

creature. Essential objects and creatures have one-fifth the hit

 points of normal objects and creatures of its kind (regardless

of whether it’s recognized as a essential). An

essential creature deals normal damage and has

all normal abilities and weaknesses. Against

a creature that recognizes it as an essential

creature, however, the essential creature’s

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  Erratic shifting: The Orbs of Terror changed shapes at

irregular intervals and in an unpredictable manner. Use the

following table to determine how often this shifting occurs and

what the result is:

Table 1.5: Erratic Shifting in the Orbs of TerrorD% Shape and Size (every 3d8 hours)

01-24 The spheres divide and multiply creating smallerand less powerful Orbs of Terror.25-64 The spheres rearrange and thus change their

connections to the other Orbs of Terror.65-89 Spheres combine and condense into larger and more

 powerful Orbs of Terror 91-100 All the spheres combine into one massive Orb of

Terror creating the “perfect storm” of nightmarish

reality.

  Activated morphic: Uses the Dream Point System with the

Dream Point Threshold and Backlash variant to determine what

a character can and cannot change in the Orbs of Terror and what

the consequences of doing so are.

  Limited static: Unlike the rest of the Orbs of Terror, the

Terrorlords and their minions are static. Nor can they be harmed

 by any means, except by cold iron

weapons and positive energy effects.

  No alignment-traits: The Orbs

of Terror are strongly opposed to all

alignments. All creatures suffer a -

4 penalty to all their Intelligence-,

Wisdom-, and Charisma-based checks,

except the Terrorlords and their minions.

  Enhanced spells: Spells and spell-

like abilities that have a harmful affect

(by imposing a penalty or by providing

some effect that hinders or harms thecaster’s enemies in a concrete way)

may, at the caster’s option, be employed

as if they were improved by both the

Empower Spell and Widen Spell feats.

Already empowered or widened spells

and spell-like abilities are unaffected, as

are spells from magic items. Spells with

these feats attached are still prepared

and cast at their unmodified level.

  Impeded spells: Spells and spell-

like abilities that have a direct beneficial

effect (by granting a bonus or by

 providing some effect that concretelyaids the caster or his allies) or use planar

travel are impeded.

Orbs of Terror 

  This Demiplane is a series of spheres, which mimic each

of the known planes of the cosmos in a twisted and warped

caricature of themselves. Those drawn into this frightful land

must contend with all manner of nightmarish events and

creatures. Leaving the Orbs of Terror is much more difficult

than entering with only a few planar portals available for use,

and thus heavily guarded and planar travel spells being impeded

 by the plane itself. There are very few creatures that make theOrbs of Terror their home and fewer still that survive for long

doing so. Only the Terrorlords and their chosen minions are able

to withstand the horrors of this plane. As such travelers should

 beware as this plane and the Terrorlords have, but one purpose: to

destroy the bodies, minds, and spirits of all who enter.

  The Orbs of Terror have the following planar traits:

  Timeless: Age, hunger, thirst, poison, and natural healing

do not function in the Plane of Essence, though they resume

functioning when the traveler leaves the Plane of Essence, and

retroactively so.

  Self-contained shape: The Orbs of Terror are a series of

interlocking spheres with openings between them where they

meet, thus allowing travel between the orbs.

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The Endless Tower 

  This Demiplane is a self-contained cylindrical plane in the

shape of a nightmarish tower, which feeds off of the emotions

of those within it and seeks to hold them with a hunger born of

its dark desires. Those who find themselves within the Endless

Tower often arrive in the dungeon and must work their way up

to the summit in order to leave. There, of course, are individuals,

hidden paths, trials, and tests that can help adventurers in the

goal of escaping the Endless Tower, but there are just as manyobstacles and tribulations that will seek to hinder escape.

Endless Tower is a series of stories connected by a sequence

of winding stairwells placed in varying rooms upon each floor.

 Not all stairwells lead to where one might think and often there

is more than one stairwell upon a particular floor. Choosing the

right stairwell will get one closer to the summit of the tower and

freedom, the wrong way and one might just end up back in the

dungeon again. Almost every room within the Endless Tower is

filled with some kind of peril, be it overt and obvious or subtle

and sly. The Endless Tower often draws upon the nightmares and

fancies of those within it to conjure up appropriate tasks and tests

for those who wander its stairwells. There are many creatures,

which have given up all hope of ever leaving the Endless Towerand have bargained their souls with its living walls for some

modicum of comfort in return for keeping others from escaping.

As one gets closer to the summit the temptations of the Endless

Tower will become greater and the price of failure even higher.

The Endless Tower at times will bargain with those within its

walls granting them their fondest dream if they take an oath to

serve it. These arrangements are preferred by the Endless Tower

as those who take the oath continue to provide the it with the

emotions it needs to survive and helps make escape less likely for

others.

  The Endless Tower has the following planar traits:

  Self-contained shape: The Endless Tower is a cylindrical

 plane in the shape of a tower. There are no windows or doors

leading outside, though there may be the appearance of such at

the Endless Tower’s discretion.

  Sentient: A malicious spirit possesses the Endless Tower and

draws sentient creatures into it in order to drain them of their

life and sustain itself. The Endless Tower has a great deal of

control over itself and can create new floors and trials particular

to certain characters or groups. It however has some restrictions

upon what it can do to those it brings into the Endless Tower. It

cannot create a hopeless situation in which a character has no

chance of survival. The Endless Tower will often bargain with

individuals that prove to be resourceful in hopes of making them

into servants of its malicious ends. As such, the Endless Tower ismore than willing to grant the fondest desires of those who will

take an oath to serve it as their pleasure feeds the Endless Tower

as well as the sufferings produced within those who struggle

against its will.

  Mildly chaotic aligned

  Activated morphic: Uses the Dream Point System with the

Dream Point Threshold and Backlash and Attacking Dream

Points variants to determine what a character

can and cannot change in the Endless Tower

and what the consequences of doing so are. The

Difficulty Class for skills checks increase by 2

for every floor a character has won through, up

to a maximum increase of 20. The Endless Tower seeks to make

things more difficult upon its inhabitants the closer it gets to

the summit, though completing certain tasks helps to offset this

 penalty.

  Limited spells: Spells and spell-like abilities that use planar

travel are restricted from use within the Endless Tower. The only

means of escape is to reach the summit.

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Dream Point System

  The dream point system is assumed to be the baseline for

the rules presented throughout this book. There are a number of

variant rules associated with this system, each providing a bit

more depth and complexity to the system. GMs should consider

each variant carefully as each one lends itself to a certain tone

of play from unfettered fantastical heroism to unforgiving

nightmarish tragedy.

  Dream points (abbreviated DP) represent the subconscious

energy a character possesses and his ability to enhance himself

and influence his surroundings in a Dream Plane. The expenditure

of dream points represents the character bending the Dream Plane

to his will in order to produce some extraordinary effect. They

are based upon a character’s effective character level and usually

modified by its Charisma modifier. Dream points can be used to

do a number of things, such as: activate racial dream traits and

certain surreal class features, modify skill checks, activate dream

 benefits of feats, cast spells with spell templates attached to them,

and alter the Dream Plane through the use of the Dream Weaving

skill.

Dream Point Calculation

The base creature is infused with a large amount of surreal

energy, which allows them greater control over the Dream Plane.

In game terms, dream points represent this energy. A character

gains dream points immediately upon entering the Dream Plane.

The amount gained is determined by the base creature’s effective

character level if they are a player character or its challenge

rating if it is a non-player character (this ensures that the

Challenge Ratings of creatures remain consistent). At any time,

the base creature can opt to spend dream points to enhance class

features, skills, feats, spells, and other effects in order to produce

fantastic results. To determine the base creature’s total dream

 points use the following formula:

  Total Dream Points = (Effective Character Level or CR +

3) x (10 + Charisma modifier).

  For example, a 5th-level character with a 16 Charisma would

have 104 DP ([5+3] x [10+3]), while a leopard with a challenge

rating of 2 would only have 40 DP ([2+3] x [10-2]).

  Alternate Dream Point Abilities: A character has an

alternative ability score that they can use to determine dream points based upon their race. Each individual character chooses

whether they use their Charisma modifier or the modifier of the

ability score associated with their race. The following table lists

the alternative dream point abilities for the core races.

Table 1.6: Alternative Dream Point Abilities

Race AlternateDwarves WisdomElves IntelligenceGnome IntelligenceHalf-elves Either  Half-orcs WisdomHalflings WisdomHumans Either  

  For example, a 5th-level dwarven character with a 16 Wisdom

and 8 Charisma would have 104 DP ([5+3] x [10+3]) because he

can use his Wisdom modifier rather than his Charisma modifier.

  Temporary Ability Increases: Some extraordinary, spells,

spell-like and supernatural abilities grant temporary increases

to ability scores. The increase in ability scores increases the

character’s dream points, but these dream points go away at the

end of the effect when his ability score drops back to normal.

(These extra dream points are not lost first the way temporary hit

 points are.)  For example, a 5th-level character with a 16 Charisma that has

eagle’s splendor  cast upon him would increase his dream point

 pool to 120 DP ([5+3] x [10+5]), instead of 104 DP. If he was to

expend 40 DP, he would have 80 dream points left, but after the

duration of eagle’s splendor  ends he would only have 64 DP, not

80.

Dream Point Abilities

The following list presents a possible list of what a creature

can do with dream points in a Dream Plane. Note that all of these

are free actions, unless otherwise noted.

  Dream Benefit: Activate the dream benefit of a feat byexpending the indicated amount of dream points. See Chapter 3

for more details.

  Heroic Escape: The character can dodge a potentially lethal

 blow and take less damage from it than he otherwise would.

When he would be reduced to 0 or fewer hit points by damage in

combat from a weapon, a spell, special ability, or other source,

the character can attempt to lessen the damage. In order to use

this ability, the character need not be aware of the attack, but

must expend a number of dream points equal to 5 times their

effective character level. If a character has less dream points than

necessary to use this dream point ability, he may sacrifice the rest

of his dream points to activate this dream point ability. Once the

dream points are expended, the character must attempt a level

check (DC = damage dealt). If the check succeeds, he takes only

half damage from the attack; if it fails, he takes full damage. This

ability may only be used once per round.

  Heroic Surge: By expending 20 dream points a character can

 perform an extra attack or move action at any time during his

round. This can only be used once per round.

  Improved Ability Check: For every 2 dream points a

character expends, he gains a +1 dream bonus to a single ability

check.

  Improved Class Skill: For every dream point a character

expends, he gains a +1 dream bonus to a single class skill check.

If multiclassed a character treats all skills listed under any of theirclasses as class skills.

  Improved Cross-Class Skill: For every 2 dream points a

character expends, he gains a +1 dream bonus to a single cross-

class skill check.

  Luck Roll: By expending 20 dream points a player may reroll

any attack roll or critical confirmation, skill or ability check,

caster or level check, or saving throw he has just made, but before

the GM announces success or failure, and take the

 better of the two results. If both results are below

10, treat the roll as a 10. This dream point ability

usually creates some kind of physical change in

the Dream Plane that makes success possible even

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though the character fails his initial roll. This can only be used a

number of times per round equal to 1 + 1 for every four effective

character levels.

  Spell Template: Activate a spell template by expending the

indicated amount of dream points. See Chapter 4 for more details.

Dream Point Rules

  Dream Bonus Stacking: Dream bonuses stack, just like

dodge bonuses.  Dream Point Cap: All creatures within a Dream Plane

have a dream point cap determining the maximum number of

dream points per round a character can expend. A character

may not expend dream points beyond their cap without the aid

of a magical item. For most creatures, the cap is equal to 5 per

effective character level.

  For example, a 5th level character would have a dream point

cap of 25 DP per round.

  Temporary Dream Points: Certain effects give a character

temporary dream points. When a character gains temporary

dream points, note the character’s current dream point total.

When the temporary dream points go away, the character’s dream

 points drop to his current dream point total. If the character’sdream points are already below his current dream point total at

that time, all the temporary dream points have already been lost

and the character’s dream point total does not drop further. When

temporary dream points are lost, they cannot be restored as real

dream points can be, even by magic. Any temporary dream points

expended by a character count towards a character’s dream point

cap for the round or any other variant rules, like thresholds and

 backlashes that keep track of dream point expenditure.

Dream Point Loss: The most common way a character loses

dream points is by expending them. The loss of dream points

does not affect a character, though a character with 0 dream

 points cannot expend any until they regain them back.

  Natural Recovery: A character replenishes all their dream

 points every 8 hours.

  Magical Recovery: Various abilities and spells can restore

dream points.

  Healing Limits: A character can never recover more dream

 points than he lost. Magical healing won’t raise a character’s

current dream points higher than his full normal dream point

total.

Dream Modifiers and Extra Dice

  The expenditure of dream points can result in a dream

modifier that overshadows the die roll. This is especially true inregards to skill checks and attack and damage rolls modified by

the dream benefits of feats, which can have dream modifiers well

 beyond a +10 dream bonus. Such high dream bonuses make the

roll much less important than the modifier. If such is the case,

GMs may wish to convert each +10 dream bonus to an attack roll

or skill check into an extra d20 roll.

  Dream points can also heavily modify

damage rolls, again making the roll almost an

afterthought. As such, in order to keep the roll as

a vital part of the gaming experience, one might

want to use the following conversion, which

takes the base damage of a weapon and indicates at what dream

modifier one should roll an extra damage die of the same type:

Table 1.7: Dream Modifier to Extra Dice Conversion

Base Damage

Die Type

Dream Modifier/Extra Die Conversion

d2 +1/1d2d3, d4 +2/1d4d6 +3/1d6d8 +4/1d8d10, 2d4 +5/1d10d12 +6/1d12

2d6 +7/2d62d8 +9/2d8d20 +10/1d20

  In many ways the above rules help reflect the fickle nature of

the Dream Plane and should allow both players and GMs to enjoy

the experience all the more. GMs should also feel free to simply

use the dream modifiers as is or perhaps only convert to extra

dice after a certain dream modifier threshold is reached. In the

end, it is the GM’s call and it is encouraged that it be shaped and

modified according to his needs and preferences.

VariantsThe following are variants GMs might use to add depth to the

Dream Point System:

  Attacking Dream Points: Characters can use a manufactured

or natural weapons to deal dream point damage instead, but

suffers a -4 penalty on their attack roll. This variant turns dream

 points into a measure of a character’s mental vigor and thus

requires consideration of how a character might be affected by

their loss. The following is a possible method of determining the

effects of dream point loss.

  Dream Point Loss: If a character fully exhausts his supply

of dream points or takes excess dream point damage, he can

suffer severe physical effects. In the descriptions below L 

equals effective character level or its challenge rating if it is a

non-player character (this ensures that the Challenge Ratings ofcreatures remain consistent). D equals L plus their dream point

determining ability score (Intelligence, Wisdom, or Charisma

depending upon race). The extent of the negative effect of dream

 point damage is as follows:

   Act Normally: As long as a character still has at least 1 dream

 point, he can still act normally

   Fatigued: At 0 to -L dream points, a character is fatigued. You

can no longer expend dream points while within this condition or

any of the following.

   Exhausted: Between -L and -D dream points, a character is

exhausted.

   Helpless: At -D and lower dream points, a character is

helpless. Depending upon the circumstances a character in thiscondition could appear to be paralyzed with fear, fall to the

ground unconscious, or even enter a stupor.

  For example, a 5th-level character with 16 Charisma would be

fatigued from 0 to -5 dream points, exhausted at -6 to -20 dream

 points, and helpless at -21 or lower dream points.

  Massive Damage to Dream Points: If a character ever sustains

50 points or more points of dream point damage in one deduction

and the character is not made helpless outright, the character mus

make a Will save (DC 15). If this saving throw fails, the character

 becomes helpless until the next turning regardless of current

dream points.

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  Dream Marks: This trait acts in a similar manner to the

arcane mark  spell, except that it is always invisible and is

involuntarily placed upon each item, object, or dream weave

that the base creature creates while within the Dream Plane. The

 base creature’s dream mark is unique to each individual and

typically indicates the base creature’s alignment, dreamer type,

race, gender, and level of training (i.e. class and level). Dream

marks last as long as the item, object, or dream weave they are

associated with exists and for 5 rounds thereafter. Many creatures

consider it undesirable to leave dream marks and train themselvesin skills that obscure, alter, or even erase them (See chapter 3 for

more details).

  High-Power Dream Point System: Characters gain effective

character level +3 x (15 + Charisma modifier) dream points. This

makes the expenditure of dream points a common occurrence and

can make combat and non-combat encounter much more fantastic

in nature.

Hourly Natural Recovery: A character regains dream points

at the rate of 1 dream point per hour per character level.

  Increased Dream Cap: To increase the power level of a

campaign even more a GM can increase the dream point cap to

10 per effective character level, instead of 5.

  Low-Power Dream Point System: Characters gain effectivecharacter level +3 x (5 + Charisma modifier) dream points. This

makes the expenditure of dream points a much more difficult

choice for players, should one use them in their current situation

of save them for later troubles.

  Thresholds and Backlashes: If the GM feels comfortable

adding another level of complication to their campaign they can

use this variant. Replace the dream point cap of 5 per effective

character level with a “threshold” of the same value (i.e. 5 per

level) and increase the dream point cap to 10. If a character

expends more dream points than their threshold allows he must

make a Backlash check DC 10 + 1 for every dream point above

the threshold. When using the Dream Weaving skill or creating

a magical item increase the DC by 1 for every 5 dream points

above the threshold, instead of every 1. In addition, a character

who fails their Concentration check while attempting to use the

Dream Weaving skill adds +1 to the Backlash check DC per point

they failed their Concentration check by.

  Once the GM determines the Backlash check DC the character

makes a Backlash check based on the creature’s dream point

modifying ability score, which is usually Charisma. If thecreature succeeds at its Backlash check, then no backlash is

suffered. A roll of a 20 indicates no Backlash (no matter the

DC), while a roll of 1 is treated as a roll of -10 modified by the

creature’s dream point ability score modifier. If, however, the

creature fails its Backlash check, then consult the following table

to determine the severity of the backlash.

  Purposeful Failure: A character that sets out with the purpose

of failing their Backlash check by expending an amount of dream

 points that will guarantee a major to world-altering backlash

should only experience backlashes that affect them and not their

environment. They should still roll to see if a backlash occurs,

after all they could roll a 20, but if they do indeed fail GMs

should keep in mind why when assigning the backlash. Notethat a character attempting a desperate action in order to save

a life or some other heroic deed should not be considered to be

 purposefully attempting to fail a Backlash check if they need to

expend an amount of dream points that will guarantee a major to

world-altering backlash and it is encouraged for GMs to come up

with a suitable backlash reflecting such self sacrifice. Of course

this is a fine line and one the GM should be wary of and the

 players not abuse.

  Time: This check is reactive and does not take any time.

  Retry: No, if unable to suppress a backlash on the first try you

lose the ability to stop it from occurring.

Table 1.8: Backlashes

Failure by Magnitude Minimum

ECL*

Effect

9 or less Insignificant 1 This means that the backlash is relatively harmless and should be no more

significant to the character than a 0-level spell.

10–19 Minor 1 This means that the backlash is potentially damaging, but should still not affect

the character more severely than would a 1st-level spell.

20–24 Significant 4 This means that the backlash noticeably affects the character or his environment.

These backlashes should be comparable in scope to a 2nd or 3rd-level spell.

25–29 Major 8 This means that the backlash significantly affects the character and his

environment. These backlashes should be on par with 4th to 6th-level spells.30-34 Massive 12 This means that the backlash radically affects the character and his environment.

These backlashes should be on par with 7th to 9th-level spells.

35+ World-

Altering

16 These backlashes are the stuff that legends and cataclysms are made of and go

 beyond 9th-level spells in scope. These typically bring about some permanent

changes to the character and his environment.

*Note that some backlashes can only be triggered by characters with a certain minimum effective character level, in the

case of triggering backlashes that would normally be beyond those allowed to your effective character level simply take

the highest backlash allowable and apply it.

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  Backlash Example: A 5th level character with 16 Charisma,

104 total dream points, a dream point threshold equal to 25, and

a dream point cap of 50 may expend up to 25 dream points per

round before having to make a Backlash check.

If this character expends 26 or more, up to a maximum of 50

dream points during a round he must make a Backlash check. For

example, if this character expended 26 dream points on an action

he would need to make a Charisma check (DC 11). If he rolls

an 8 or better on his Backlash check he succeeds and he suffers

no backlash. If he rolls a 2 to 7 than he suffers an insignificant backlash, but if he rolls a 1 he suffers a minor backlash since he

is considered to have failed by 18.

  If later the same round the character expends more dream

 points he must make another Backlash check. For example, if this

character expended 5 more dream points on a reaction later in

the round he would need to make a Charisma check (DC 16). If

he rolls a 13 or better on his Backlash check he succeeds and he

suffers no backlash. If he rolls between 4 and 12 he only suffers

an insignificant backlash, if he rolls a 2 or 3 he suffers a minor

 backlash, but if he rolls 1 he would suffer a significant backlash

since he is considered to have failed by 23.

Finally, if the character was forced to expend 4 more dream

 points during this round he would need to make a Charismacheck (DC 20). If he rolls a 17 or better on his Backlash check

he succeeds and he suffers no backlash. If he rolls between 8 and

16 he only suffers an insignificant backlash, if he rolls between

2 and 7 he suffers a minor backlash, but if he rolls 1 he would

suffer a significant backlash even though he is considered to have

failed by 27, which would be considered a major backlash. This

is because he is ECL 5 and the maximum magnitude of backlash

he can suffer is significant. Of course when this character

increases to ECL 8 he will become eligible for major backlashes.

Backlash GuidelinesFailure of a Backlash check means the character’s attempt to

impose his will on the Dream Plane introduces instability into

his environment that reacts to his action. Depending upon the

magnitude of the failure the instability could cause anything from

a minor inconvenience to a world-altering event.

  Insignificant Backlashes: Insignificant backlashes are almost

always focused upon the character that causes them. They could

cause a -1 competence penalty on their next roll associated with

the ability score linked to the skill they just used, lose access

to the feat they attempted to use for one round, suffer a -1

circumstance penalty to their next backlash check, suffer a point

of hit point or dream point damage, suffer the effects of a 0-level

spell that somehow relates to the spell or weave the character

is attempting to cast or weave, or some other appropriate effectdetermined by the GM. This is perhaps the most common type of

 backlash and should probably be determined by the GM.

  Minor Backlashes: Minor backlashes primarily focus upon

the character that causes them. They could cause an effect similar

to a 1st-level spell that relates to the class feature, skill, feat, or

spell used, a -1 competence penalty on rolls associated with the

ability score linked to the skill they just used for one minute,

loss of access to the feat they attempted to use

for one minute, suffer a -1 circumstance penalty

to backlash checks for the next minute, suffer

1d6 points of hit point or dream point damage,

suffer the effects of a 1st-level spell that somehow

relates to the spell or weave the character is attempting to cast or

weave, or some other appropriate effect determined by the GM.

This is another common type of backlash and like insignificant

 backlashes should probably be determined by the GM.

  Significant Backlashes: Significant backlashes can have an

effect on either the character or the environment. They could an

effect similar to a 2nd or 3rd-level spell that relates to the class

feature, skill, feat, or spell used to either the character or his

environment, a -2 competence penalty on rolls associated with

the ability score linked to the skill they just used for one minute,lose access to the feat they attempted to use for one hour, suffer

a -1 circumstance penalty to their backlash checks for one hour,

suffer 2d6 points of hit point or dream point damage, suffer the

effects of a 2nd to 3rd-level spell that somehow relates to the

spell or weave the character is attempting to cast or weave, or

some other appropriate effect determined by the GM. This is a

slightly less common type of backlash, but like those previous,

should be determined by the GM.

  Major Backlashes: Major backlashes can have an effect on

 both the character and his environment. They could cause an

effect similar to a 4th to 6th-level spell that relates to the class

feature, skill, feat, or spell used, particularly similar effects to the

 bestow curse spell for the rest of a cycle, lose access to the featthey attempted to use for four hours, suffer a -1 circumstance

 penalty to their backlash checks for four hours, suffer 4d6

 points of hit point or dream point damage, suffer the effects

of a 4th to 6th-level spell that somehow relates to the spell or

weave the character is attempting to cast or weave, or some

other appropriate effect determined by the GM. or some other

appropriate effect determined by the GM. This type of backlash

is infrequent, but the GMs may want to have a list prepared for

those skills they believe will be used most frequently in their

campaigns.

  Massive Backlashes: Massive backlashes have a notable

effect on both the character and his environment. They can

cause an effect similar to a 7th to 9th-level spell that relates tothe class feature, skill, feat, or spell used, lose access to the feat

they attempted to use for the duration of the cycle, suffer a -1

circumstance penalty to their backlash checks for the rest of a

cycle, suffer 7d6 points of hit point or dream point damage, suffer

the effects of a 7th to 9th-level spell that somehow relates to the

spell or weave the character is attempting to cast or weave, or

some other appropriate effect determined by the GM. This type

of backlash is uncommon, but as with major backlashes the GMs

may want to have a list prepared for those skills they believe will

 be used most frequently in their campaigns.

  World-altering Backlashes: World-altering backlashes have

an enormous effect on both the character and his environment.

They should cause an effect that is epic in proportion, lasting in

effect, and relates to the class feature, skill, feat, spell, or weave

that triggered the backlash. This type of backlash is rare, and

GMs should feel free to reduce the result to the massive level if

a world-altering event would occur during an inappropriate or

undesirable moment in their campaign.

  GM Fiat: Do not let these rules run your game! Backlashes

are meant to be a balancing factor for the benefit gained via the

introduction of dream points, but if you believe these rules cause

too much of a disruption to your campaign only have characters

make Backlash checks at critical and dramatically appropriate

times.

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 To Sleep! Perchance to Dream

What Type of Dreamers?

  There are four types of dreamers presented below: slumbering

awakened, corporeal, and native. Each of these dreamer types

 presents a different notion as to how one might find oneself

within the Dream Plane. This section also details the various

affects each dreamer type might have upon a character in regards

to entering into, living within, and departing from the Dream

Plane.

Extended Effects of Lethal and Nonlethal

Damage

The following rules extend the ranges for being disabledor dying, staggered or helpless in order to engender epic and

dramatic combats within the Dream Plane. These changes are

especially useful in Dream Plane and high-level campaigns

where the normal static ranges are not wide enough to cover

the increased damage output, thus causing abrupt ends to both

combat and characters’ lives. The extended ranges create a

fantastic feel to battle as characters who would normally be dying

or dead are only disabled. This causes combat

to become more suspenseful as characters can

often make a conscious decision to fight, flee, or

surrender before an enemy deals them a deathblow.

“To be or not to be,– that is the question:–

Whether ‘tis nobler in the mind to suffer

The slings and arrows of outrageous fortune,

Or to take arms against a sea of troubles,

 And by opposing end them?– To die,– to sleep,–

 No more; and by a sleep to say we end

The heart-ache and the thousand natural shocks

That flesh is heir to,– ‘tis a consummation

 Devoutly to be wish’d. To die,– to sleep;–

To sleep! perchance to dream:– ay, there’s the rub;

 For in that sleep of death what dreams may come

When we have shuffled off this mortal coil…”

 ––William Shakespeare, Hamlet.

  There are a number of questions to be dealt with in concernsto those who enter or live within a Dream Plane, from what are

the different types of dreamers to how real the dream is to them?

There are a number of answers to each of these questions, all of

which have there own benefits and drawbacks for both GMs and

 players. This chapter seeks to provide a straightforward treatment

of these various issues and how they affect play, thereby

 providing aid to GMs in determining what answers they want to

 portray in their own Dream Plane.

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Unlike normal, death’s door has a much larger welcome mat (i.e.

the disabled range) and characters will have a more meaningful

choice between knocking at the door and facing their mortality

or turning away from it. The same concept is applied to nonlethal

damage and can create some great fight scenes of its own where

multiple opponents are staggered and fighting to stay conscious

or yielding to avoid becoming unconscious. These rules draw

combat out a bit more, but can be well worth the extra rounds

of action, especially as they result in more stirring struggles that

amplify the mortality of characters.  Effects of Lethal Damage: The following changes allow for a

greater range for characters to be disabled or dying, thus allowing

characters to keep fighting when normally they would not be able

to. The following rules are used instead of the normal effects

from lethal damage rules. In the descriptions below L equals

effective character level or its challenge rating if it is a non-player

character (this ensures that the Challenge Ratings of creatures

remain consistent). D equals L plus their Constitution score. The

extent of the negative effect of hit point damage is as follows:

  Act Normally: As long as a character still has at least 1 hit

 point, he can still act normally

  Disabled: At 0 to –L hit points, a character is disabled.

  Dying: Between -L and –D hit points, a character is dying.  Dead: At –D and lower hit points, a character is dead.

  For example, a 5th–level character with a 12 Constitution

would be disabled from 0 to –5 hit points, dying at –6 to –17, and

dead at –18 or lower.

  Effects of Nonlethal Damage: The above change to lethal

damage also needs to be mirrored in nonlethal damage, thus

allowing for a greater range for characters to be staggered.

The following rules are used instead of the normal effects

from nonlethal damage rules. In the descriptions below L

equals current hit points plus effective character level or its

challenge rating if it is a non-player character (this ensures that

the Challenge Ratings of creatures remain consistent) plus the

character’s Constitution modifier (modifiers of less than 0 aretreated as 0) and H equals L plus 1. The extent of the negative

effect of nonlethal damage is as follows:

  Act Normally: As long as a character’s current hit points are

greater than the amount of nonlethal damage he has suffered, he

can still act normally

  Staggered: When nonlethal damage equals a character’s

current hit points to L, a character is staggered.

  Helpless: When nonlethal damage equals H or greater, a

character is unconscious and thus helpless.

  For example, a 5th–level character with 35 current hit points

and 12 Constitution would be staggered from 35 to 41 nonlethal

damage and unconscious at 42 or higher.

Slumbering Characters

  A slumbering character is one that enters the Dream Plane

in subconscious mind only and has no real control over his

surroundings, though he might have some moments of lucidity.

This is the most likely manner for dreamers to find themselves

in the Dream Plane if one wants the feel of a

normal dream for their campaign as slumbering

characters, unlike the other types of dreamers,

have an innate acceptance of their surroundings

while within the Dream Plane. Characters do

not act with disbelief when the world around them shifts in

a sudden and unpredictable manner, they have at the deepest

level suspended their disbelief and what might seem fantastic

or impossible to the conscious mind feels natural in a state of

slumber.

  Entering the Dream Plane: Slumbering characters have no

control over whether or not they enter the Dream Plane, except

 by deciding when to sleep. Slumbering characters can appear in

the Dream Plane for only moments, as the result of daydreaming,

or for days if the character is unconscious for an extended periodof time. The shape and form a slumbering character takes in the

Dream Plane is usually their own, but it is possible that they

might have a different appearance, race, or creature type, while

within the Dream Plane.

 Incarnation (Variant): One method of determining a

slumbering character’s different form would be to create an

incarnation table as exampled below:

Table 2.1: Racial Incarnations

d% Incarnation Str Dex Con01-10 Dwarf +0 +0 +211-20 Elf +0 +2 -221-30 Gnome -2 +0 +231-40 Half-elf +0 +0 +0

41-50 Half-orc +2 +0 +051-60 Halfling -2 +2 +060-80 Human +0 +0 +081-100 DM’s choice ? ? ?

  If a GM wants a Dream Plane with a more fabled theme he

can use the following table, though not all animals are created

equal and GMs should keep that in mind when determining the

animal species a slumbering character turns into:

Table 2.2: Animal Incarnations

d% Incarnation Str Dex Con01-07 Badger -2 +6 +408-14 Cat -6 +4 +015-21 Dog +2 +6 +422-28 Eagle +0 +4 +2

29-35 Hawk -4 +6 +036-42 Lizard -6 +4 +043-49 Owl -6 +6 +050-56 Rat -8 +4 +057-63 Raven -8 +4 +064-70 Toad -8 +2 +071-77 Viper (small) -4 +6 +078-84 Weasel -6 +4 +085-100 DM’s choice ? ? ?

  This new form is essentially a reincarnation of the slumbering

character, and GMs and players should treat the character as if

he were affected by a reincarnation spell when determining the

alterations a player must make to their character while within

the Dream Plane. Reincarnating slumbering characters in the

Dream Plane requires much more work on the part of both GMs

and players as they are essentially running different characterswhenever they enter the Dream Plane. It is recommended that

characters only have one or two alternate forms within the Dream

Plane, to limit excess work and complications for all involved.

Running a campaign with “reincarnated” slumbering characters

can be quite rewarding and if done right, can make for some

inspired and unforgettable adventures.

Another method a GM might consider is to reincarnate

slumbering characters according to their alignment. For example,

a lawful good slumbering character might take upon himself the

form of a dwarf or eagle, whereas a chaotic evil character might

take the form of an orc or rat in the Dream Plane.

  It is also not necessary that the character be the same class

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as he is on his home plane. If a GM permits it, in the Dream

Plane a prince can be a pauper and a pauper become a prince. A

charismatic fighter who has never cast a spell in his life might

discover that within his dreams he is a sorcerer or bard or a

clever wizard might dream himself as a roguish lad. There need

not be any correlation from a slumbering character’s real form

and his dream form. This allows the GM to create a different

cast of characters for the Dream Plane and allows players to

explore another approach to the same personality. This option

requires extra work on both the GM and players parts, but can bequite rewarding in exploring the depths of a character’s psyche.

Perhaps the experience of a different occupation might change an

awakened character’s views of others within the waking world;

such as the fighter’s once wary opinion of the party’s wizard

 being softened by his experiences as a sorcerer in the Dream

Plane.

  Not all characters within a party need experience the call to

slumber within the Dream Plane creating the opportunity for

the GM to have side adventures with particular characters. This

option can be used to solve the problem of not having players

show up for an important session and instead of going forth with

the main storyline, a GM can run a mini-scenario so that players

in attendance still have their game time and absent players won’t be left out of an important event within a campaign.

 

The Body Left Behind: Slumbering characters leave behind

their corporeal bodies on their home planes, or on whatever plane

they have fallen asleep. Their bodies receive no special protection

and are as vulnerable to attack as any resting character. If the

 physical body is attacked, the slumbering character immediately

wakes up, unless he makes a Will save (DC 10 + the amount of

damage done to the character’s body) to remain in the Dream

Plane. Comrades can also shake a slumbering character awake as

a full-round action that provokes an attack of opportunity. Once

awake, the character gains initiative the following round and can

act normally upon their turn. 

Planar Traits and the Slumbering: Unlike the other dreamer

types, slumbering characters, have little control over their

surroundings and as such they cannot employ those planar traits

requiring willful thought as presented in Chapter 1. The bendable,

subjective directional, and completely subjective gravity types

depend upon a conscious decision to change the gravitational

direction or type and as such, the slumbering character has no

control over them. Instead the GM should determine the effective

gravity direction and type for the character, either purposefully

or randomly. The determinable timeless planar trait also requires

a conscious decision as to whether one is affected by hunger,

thirst, aging, the effects of poison, and natural healing, thereby

requiring the GM or random chance to determine whether or not

a slumbering character feels those effects while within the Dream

Plane. The activated morphic trait typically entails a firm desire

upon the character’s part to manipulate the Dream Plane and

as such slumbering characters are unable to summon forth the

necessary wherewithal to do so.

GMs can also deal with consciously controlled planar traits

and how slumbering characters interact with them by allowing a

slumbering character the ability to control these traits a number

of times per day dependent upon their effective character level.

When using the Dream Point System, a GM can either give

slumbering characters no dream points or give them their normal

dream point allotment and spend it as the GM sees fit. The former

makes slumbering characters less likely to hold their own with

awakened, corporeal, or native creatures, while the later gives

a character the ability to do fantastic things, but not of its own

volition.

 Moments of Lucidity (Variant): A compromise to the above

might be to give slumbering characters their normal allocation

of dream points or allow them to use the morphic traits they

normally do not have access to, but require a Will save (DC 16) before they can use them. This option would represent moments

of lucid thought that dreamers sometimes experience while

dreaming, however this rule slows down the game with frequent

checks as players attempt to grasp at moments of lucidity.

Another option is to limit the times per day a character can

attempt the Will save to use dream points; such as only a number

of times per day equal to their effective character level plus

their Wisdom modifier. This option tends to force players to

reserve their dream point expenditure for dramatically important

moments within the adventure.

Last but not least, a GM may decide that characters only get

one moment of lucidity per hour, which means for one minute

each hour a character can use their dream points as they seefit. This option limits the frequency of checks and makes the

decision to use a moment of lucidity an important one that should

not be taken lightly.

 

Dream Life and the Slumbering: Slumbering characters

accept the bizarre and improbable in their subconscious states

and act as if the fantastic world around them is quite normal.

Unlike other types of dreamers, they have little to no conscious

control over their surroundings and have to adventure within the

 perceived reality of the Dream Plane. These two factors present

interesting opportunities and difficulties for players as out-of-

character information and meta-gaming can be difficult to avoid

in an adventure where the player knows he is dreaming, buthis character should not. It may also be difficult for a player to

role-play a character’s suspension of disbelief as he experiences

outlandish environments and eccentric creatures for the first time.

After all, if a character finds himself walking upside down on a

stairway within an oddly shaped and angled mansion, how would

he react? The gut instinct for most players might be that the scene

is strange and perhaps even unnerving, but for their slumbering

characters it probably won’t register as abnormal. This means

that players must make an effort to not be carried away by their

surreal surroundings and act as if nothing is out of place.

Subconscious Traits (Variant): A characteristic of slumbering

characters GMs may wish to portray is the oft times irrational

adulations, fears, hatreds, and obsessions that can overcome a

dreamer. This could help players determine how their slumbering

characters might react to their strange surroundings, such as

the aforementioned upside down stairway. It is recommended

that if a GM uses subconscious traits, he and any players pick

two or three that fit each character. Traits essentially dominate a

character’s actions within the Dream Plane whenever they must

 be confronted. The following tables provide

a number of subconscious traits to randomly

assign or chose from as determined by GMs and

 players:

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Table 2.3: Subconscious Traits

d% Subconscious Traits1-25 Adoration26-50 Enmity51-75 Obsession76-100 Phobia

Table 2.4: Adoration/Enmity List

d% Adoration/Enmity01-10 Gender (male or female)

11-35 Humanoid (specific humanoid)36-55 Monster (specific monster; cannot choose humanoid

or outsider)56-80 Occupation (specific occupation/class)81-90 Outsider (specific outsider)91-100 Religion (specific religion)

  A slumbering character with the adoration subconscious trait

automatically has an attitude of friendly for all creatures of the

type he adores. If ever forced to attack a creature of the type he

adores, he suffers a –2 morale penalty to attack and damage rolls

made against the creature and suffers the same penalty to Will

saves made to resist spells, spell-like, and supernatural abilities

the creature uses against him. These penalties come from the

character’s hesitation to strike and desire to trust the creature he

adores. If the character makes a Will save (DC 10 + 1/2 adored

creature’s HD + the adored creature’s Charisma modifier) he may

ignore his normal adoration for a specific creature for one day.

  A slumbering character with the enmity automatically has

an attitude of unfriendly for all creatures of the type he hates.

If ever forced to keep company with a creature of the type he

hates, he suffers a –2 morale penalty to attack and damage rolls

while within line of sight of the creature and not attacking it and

suffers the same penalty to Reflex saves made to resist spells,

spell-like, and supernatural abilities used against him by others.

These penalties come from the character’s need to constantly

keep an eye on his hated enemy, which robs him of his awareness

in combat. If the character makes a Will save (DC 10 + 1/2 hatedcreature’s HD + the hated creature’s Charisma modifier) he may

ignore his normal enmity for a specific creature for one day.

Table 2.5: Obsession List

d% Obsession01-15 Compulsive worrying (specific thing or person one

worries about constantly)16-30 Counting Compulsion (specific lucky number or

counting in general)31-45 Hoarding Compulsion (specific item type which one

needs to stockpile)46-55 Need for Precision (arrangement of personal items,

obsession with particular symmetrical patterns,

cannot step on cracks)

56-70 Need to Explore (specific type of environmentwhich one cannot resist exploring, i.e. caves, forests,

etc…)71-80 Obsession with Contamination (desire to keep one’s

 physical or spiritual cleanliness)81-90 Pathological Doubt (specific type of danger one

constantly worries about and prepares for)91-100 Repetitive Thoughts (specific images or events one

constantly thinks about)

  A slumbering character with the obsession

trait effectively falls under a dominate person 

spell when he comes within line-of-sight of his

obsession with the only command being to do

what the obsession requires. In order to resist this compulsion the

character can make a DC 17 Will save to resist the mania and act

normally while in line of sight of his obsession. A character that

fails his Will save is obsessed to the exclusion of all else until his

compulsion is satiated or one hour has passed, whichever comes

first. If the hour comes first, the character must make another Wil

save to determine if he continues to pursue his obsessive behavior

or return to his senses.

Table 2.6: Phobia List

d% Phobia01-05 Acrophobia (fear of heights)06-10 Achluphobia (fear of darkness)11-15 Agoraphobia (fear of open spaces)16-20 Animal Phobia (fear of specific animal)21-25 Arsonphobia (fear of fire)26-30 Claustrophobia (fear of closed spaces)31-35 Frigophobia (fear of cold)36-40 Heliophobia (fear of the sun)41-45 Hydrophobia (fear of water)46-50 Hylophobia (fear of forests)51-55 Monster Phobia (fear of specific monster)56-60 Necrophobia (fear of death/dead things)61-65 Number Phobia (fear of specific number)66-70 Occupational Phobia (fear of specific occupation/

class)71-75 Onomatophobia (fear of specific word or name)

76-80 Photphobia (fear of light)81-85 Pteronophobia (fear of flying)86-90 Sciaphobia (fear of shadows)91-95 Seleneophobia (fear of the moon)96-100 Vermin Phobia (fear of specific vermin)

  A slumbering character with a phobia is shaken when he

comes within line of sight of the thing he fears, unless he makes a

DC 17 Will save. If he comes within 30 feet of the thing he fears,

he must make a DC 19 Will save, or become frightened until

he is no longer in line of sight of that which he fears. Finally,

if the character with a phobia comes within 10 feet of the thing

he fears, he must make a DC 21 Will Save or become panicked

until he flees from sight of the thing he fears. All of the above-

mentioned fear affects last 2d4 rounds after the phobic character

no longer has line of sight upon that which he fears.  GMs should also decide whether or not slumbering characters

have access to the surreal class features presented later in this

chapter and the dream benefits for feats presented in Chapter 3. If

slumbering characters can use these abilities, they will be capable

of fantastic exploits within the Dream Plane; though players

should remember that the use of them should be portrayed as

instinctual. If the characters do not have access to these additiona

abilities it means less to keep track of for both GMs and players,

 but also means a less extraordinary experience of the Dream

Plane. No matter whether a GM grants slumbering characters the

fantastic class features and dream benefits for feats, the dream

actions listed for each skill in Chapter 3 should be allowed as

they represent inherent surreal actions that any individual within

the Dream Plane could use.

 

Death and the Slumbering: Another issue that must be dealt

with in concerns to slumbering characters is how death in the

Dream Plane should be handled. Since slumbering characters are

assumed to be present within the Dream Plane in mind only, then

when their mental image is destroyed is there any lasting effect?

There are a number of options available to GMs in this regard,

and the following are a sampling of suggestions from which a

GM can chose.

 Figment Form: The most likely prospect for slumbering

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characters is that nothing happens to them upon their death in

the Dream Plane, except perhaps for them to awake suddenly

from their deep sleep, startled and cold with sweat. If this is the

GMs preference, then it implies that no spell-like, supernatural,

or extraordinary effects carry over from the Dream Plane to

the slumbering character’s physical body. Due to this lack of

consequences for adventuring within the Dream Plane, it is

recommended that no experience rewards be given out for

combat within the plane, as there is no actual risk to those

involved. However, GMs should grant the players experiencerewards for good role-playing of their characters and the

completion of certain objectives during the portions of a

campaign that take place inside the Dream Plane.

  Phantasmal Form (Variant): Whenever a slumbering character

dies in the Dream Plane he gains no benefits from his rest and

suffers the effects of fatigue. Also mind-affecting spells, spell-

like, supernatural, and extraordinary effects have their normal

effects upon a character and can cause their demise, thus

illustrating the vulnerable nature of a slumbering character’s

mind. For example, a character could be enchanted while in his

dreams with the subconscious desire to do a particular creature’s

 bidding without his comrades knowing about it until it is too late.

This model of the consequences of mental vulnerability anddeath within the Dream plane is much more dangerous than the

 previous one and as such, experience rewards for combat should

 be handed out for encounters that include a mind-affecting

attacks that could result in the actual death of a character. For

example, a successful encounter with a spellcaster who can cast

 phantasmal killer  among other mind-affecting spells, should be

given three-fourths to full experience reward (depending on what

and how many mind-affecting spells the caster employs), while a

hill giant with no means of causing a real death among the party

members should only grant one-half the normal reward.

 Psychic Form (Variant): The last and most hazardous option

would be to have the slumbering character make a DC 15 Will

save whenever he dies within the Dream Plane. If the Will saveis successful, then the slumbering character is jolted awake by

their experience and fatigued. If he fails, he dies in his sleep.

A GM who chooses this variant on death in the Dream Plane

must be wary, as he has created a region in his campaign where

the players have very little control over their fates and can die

without warning. This can cause some friction between the GM

and players, if the GM is not careful about how he presents the

Dream Plane. It should be made clear as soon as possible that

the plane is deadly, preferably before the characters experience

it firsthand. Having the characters investigate a rash of people

dying in their sleep or some similar event might be enough to

clarify the threat of death; or the GM can sacrifice an NPC,

thus revealing the true nature of the Dream Plane as a truly

dangerous place. This method does have its benefits however,

since slumbering characters effectively are in as much danger

when they fight in the Dream Plane as they are in their home

 planes, and a GM needs not adjust the experience reward granted

to characters for combat. This option also implies that besides

mind-affecting spells, spell-like, supernatural, and extraordinary

effects that certain conditions transfer to the waking body of

the slumbering character. GMs should choose carefully what

conditions make this transit to a character’s physical form as they

will determine how dangerous the Dream Plane is to slumbering

characters. The conditions that GMs could allow might range

from necromantic effects, like curses, diseases, and paralysis to

natural conditions like fatigue and nausea. GMs might even allow

wounds to be received while within the Dream Plane, either

under specific circumstances or in general. The more conditions a

GM allows the more hazardous the Dream Plane will be and the

more cautious a GM must be in regards to placing characters into

hopeless or unfair situations.

 

Destruction of the Body: There is another aspect of slumbering

to consider. What happens when the material body of aslumbering character is destroyed? One possibility is that the

slumbering character’s consciousness, robbed of the physical

 body that sustains it, simply fades from the Dream Plane and

enters the afterlife, but this need not be the case. If one is using

the phantasmal or psychic forms for their slumbering characters,

it is implied that some essential part of the slumbering character

is actually within the Dream Plane. Under such a situation it is

not inconceivable for a slumbering character to become trapped

within the Dream Plane. Such a character would be unable

to leave the plane until either his physical form is raised or

resurrected (thus allowing him to return to his home plane) or his

form within the Dream Plane is destroyed, and he thereby enters

fully into the afterlife. Finally, it is possible that the death of aslumbering character’s body might change his form within the

Dream Plane from a slumbering character to an awakened type of

dreamer. This prospect provides for a fascinating metamorphosis

of a character from one that is an accepting and passive part

of the Dream Plane to one that is an active arbitrator of his

surroundings as he struggles to keep the last portion of himself

alive in a strange land of dreams and nightmares.

 

Departing the Dream Plane: Slumbering characters normally

leave the Dream Plane when their sleep cycle is finished, though

they may also be jarred awake by the actions of others within

their home plane as mentioned above in regard to the attack

of a character’s body or being shaken awake by comrades inarms. There might even be some spells, spell-like, supernatural,

or extraordinary effects within the Dream Plane that force a

slumbering character to exit the Dream Plane prematurely.

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Awakened Characters

  An awakened character enters the Dream Plane in a conscious,

 but non-corporeal or quasi-real state and has much more control

over his environment than a slumbering character. The awakened

character type mimics the lucid dreaming phenomenon that

some individuals experience; in which they discover that they

have some if not complete control over their dreams. Unlike

slumbering characters, they do not blindly accept the DreamPlane and are immanently aware of the surreal nature of their

surroundings. Awakened characters can be truly revolutionary

within the Dream Plane, changing both the landscape and the

events within the world to fit their thoughts and desires.

 

Entering the Dream Plane: Awakened characters have a limited

ability to decide when they enter the Dream Plane and some

are able to enter trance-like states that engender their arrival.

Awakened characters may cross into the Dream Plane for many

reasons, some as simple as falling asleep and others for some

specific purpose, such as seeking guidance from dream creatures

or for traveling great distances. The limited ability to enter the

Dream Plane by ones own volition affords awakened characters agreat amount of control over how the plane affects their lives by

 providing them with some faculty to resist its call. Of course the

awakened character’s conscious connection to the Dream Plane

could lead to such intense summonings that he need not even be

in a trance to find himself pulled without consent or even over his

objection. The following are some examples of how an awakened

character might enter the Dream Plane.

Centering Meditation (Variant): An awakened character

can make a Wisdom check (DC 16) to initiate entrance into the

Dream Plane at any time. Centering meditation takes one minute

 per attempt and provokes attacks of opportunity. Any awakened

character who fails this Wisdom check in successive rounds

receives a +1 bonus per failure on subsequent checks until he

succeeds. If an awakened character enters the Dream Plane using

centering meditation, he may leave by taking a full-round action

to break the meditation, which provokes attacks of opportunity.

  Concentration (Variant): An awakened character can make a

Concentration check (as if casting a 5th-level spell) to enter the

Dream Plane as a free action. In order to stay within the Dream

Plane the awakened character must maintain concentration as a

standard action that does not provoke attacks of opportunity. An

awakened character that losses concentration immediately leaves

the Dream Plane. Due to the need to maintain concentration, this

manner of entering the Dream Plane is only useful for limited

travel and meeting with others for short durations to discussspecific matters.

  Dreaming: An awakened character can make a Wisdom

check (DC 11) to enter the Dream Plane when he falls asleep.

A successful result indicates the awakened character crosses

the threshold into the Dream Plane. Failure means he is

denied entrance, though he might still be pulled into the plane

involuntarily. An awakened character who enters the Dream

Plane via dreaming specifies his departure time

when he makes his Wisdom check. Typically, this

duration never exceeds 8 hours.

 Involuntary Pull (Variant): An awakened

character may be drawn into the Dream Plane

without consent. A GM may allow characters to resist the pull of

the Dream Plane by attempting a Will save (DC 15). A successful

save results in the awakened character denying the summons

of the Dream Plane, whereas failure indicates the character‘s

entrance against his will. If the GM wants an even more

irresistible pull, the Will save can be modified by increasing the

DC by one for every two to four awakened character levels.

  GMs should feel free to restrict some of the above options in

order to engender a certain atmosphere within their Dream Plane

campaigns. Perhaps a GM does not want awakened characters toenter or exit the Dream Plane of their own volitions. They may

instead want the ability to draw their players into the Dream

Plane on their own terms and at a time of their own choosing.

This arrangement is entirely acceptable as just because an

awakened character has a greater amount of control over the

Dream Plane, does not necessarily mean he can resist its lure

when it calls.

 

The Body Left Behind: Although the body of an awakened

character usually remains behind on his home plane it is also

 possible that it enters a state of stasis or the body is drawn into

an extra dimensional space and stored there until the character

leaves the Dream Plane. These alternative options provide theGM with the ability to protect awakened characters drawn into

the Dream Plane, granting the GM freedom to pull characters into

the plane even when they are under threat of attack. This could

 be the preferred method for a variety of reasons, from the need

to interject a dream sequence into an adventure where what the

adventurers do in the dream affects the outcome of an impending

 battle to the need to save the party from a dire situation by

drawing them into the Dream Plane.

Stasis (Variant): The stasis option leaves the character’s

 body behind within his home plane, but in a temporal stasis,

as per the spell with a caster level ranging from 15th to 20th,

depending on how difficult one wants to make the dispelling of

the condition. Of course if the GM desires, the condition mightnot be removable at all, or dependent upon certain criteria being

meet, such as a princess in a stasis that can only be broken by

“true love’s first kiss.” The latter option of course creates the need

for a quest to release a character from the Dream Plane in order to

 bring them back to reality.

  Extra Dimensional Space (Variant): The use of an extra

dimensional space as a holding area for an awakened character’s

 body is one that gives the GM the cleanest option when dealing

with characters who will be within the Dream Plane for extended

 periods. With this method, a GM need not worry about the

 bodies of the awakened characters and what might happen to

them when they are left behind. After all, it is not unlikely that

an enemy would take the opportunity to toss them into a stream

of molten lava or a friend believe them dead and bury them.

A GM should avoid both possibilities if at all possible, and the

extra dimensional holding space is a perfect way to do so without

worrying about the characters’ current situation.

 

Dream Life and the Awakened: Awakened characters are aware

of being within the Dream Plane and are able to experience

disbelief and amazement at their strange surroundings. Unlike

depicting a slumbering character, a player with an awakened

character exploring an oddly shaped and angled mansion can

 portray the encounter as bewildering to his character rather

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than commonplace. In this facet an awakened character is much

easier to role-play than a slumbering character, as one’s natural

reactions to outlandish situations can be used to fuel a character’s

response.

 No matter how awakened characters enter the Dream Plane,

they arrive within a quasi-real form that reflects their material

form, both race and class. It is possible, however, that they might

have certain traits or even aspect levels (see native dreamer

section for more details) added to their characters while within

the Dream Plane, but these dissipate once the character departs.Additional traits are usually based upon a characters race and

class, while the aspects are exaggerated characteristics based

upon an awakened character’s persona. GMs should decide which

traits are granted to awakened characters and whether awakened

characters can gain aspects.

  Awakened characters typically have access to all of the racial

dream traits, surreal class features, dream benefits for feats, and

dream actions for skills. This means they are likely to use dream

 points to resolve many of their dilemmas. If one is playing with

the attacking dream point variant, the expenditure of dream points

forces the character to make difficult choices between spending

them on fantastic actions or saving them to avoid weakening

themselves against such attacks. 

Death and the Awakened: Awakened characters enter the

Dream Plane in a quasi-real state and as such the question of

death within the plane becomes a more vital one to answer.

An important question that provides the foundation for a final

consideration is: What effect does death have on an awakened

character and does damage suffered while in the Dream Plane

carry over to his home plane? A GM’s response to this question

will help to determine whether death is as common on the Dream

Plane as it is elsewhere.

  A GM can use any of the three variants mentioned in the

slumbering character section for awakened characters if they

wish, but the following three variants are specifically made toaddress the idea of having a quasi-real form within the Dream

Plane.

  Dream Form: Using this option, all damage suffered by

awakened characters is nonlethal. When the total amount of

nonlethal damage exceeds the character’s current hit points, he

returns to his home plane in an unconscious state and must heal

the nonlethal damage normally before he awakes. This approach

has the benefit of not causing unwanted deaths in the Dream

Plane, but it also requires much more rest time for awakened

characters, as they must heal from the encounters within the

 plane before continuing upon their real world quests. How non-

damaging spells, spell-like, supernatural, and extraordinary

abilities should be adjudicated for awakened characters

adventuring in the Dream Plane is an additional matter GMs

should decide upon. Do the effects of these abilities carry over

to the awakened character’s real form when they rise from their

sleep? If so, then the Dream Plane may not be a physically deadly

 place, but it can be a fatal one nonetheless when encountering the

wrong types of magic or monsters. Allowing non-damaging spell,

spell-like, supernatural, and extraordinary effects to crossover to

a character’s physical body makes the spellcasting classes much

more powerful than their physical counterparts and as such is not

recommended unless the GM grants the non-spellcasting classes

additional benefits while in the Dream Plane.

An alternative to the above would be to only have specific

effects or conditions carry over to the awakened character’s

real form, like mind-affecting and necromancy effects. With

this stance there are certain limitations upon what one can do

for a friend or against an enemy within the Dream Plane that

traverses to the real world. This also allows the GM to tailor the

Dream Plane to his own purpose and provides a unique fear of

certain effects within the plane as characters realize those effects

linger on even after they have awoken from their sleep. It is

recommended that GMs restrict spell, spell-like, supernatural, andextraordinary death effects if they wish to have a truly nonlethal

Dream Plane, though doing so should result in characters only

receiving one-half the normal experience for such encounters, as

the risk is lessened to a significant extent.

  Shadow Form (Variant): A slight variation on the nonlethal

concept is to provide means of causing lethal damage to

awakened characters. This may be done in a variety of ways from

class abilities to feats. The first possibility is to add to each class

the ability to deal lethal damage under certain circumstances a

number of times per day depending upon their level. This creates

the possibility of suffering real wounds in the dream, but limits

the likelihood of death since the ability to deal lethal damage is

constrained to specific encounters. If a GM decides to use thisvariant rule, remember that allowing spellcasters to deal real

damage with their spells is probably more potent then allowing

rangers to deal lethal damage to their favored enemies and should

 be restricted in some manner.

Another option is to make feats available to all characters,

allowing them to deal lethal damage via physical or magical

attacks. This makes the ability to deal lethal damage a sacrifice

upon the character’s part as he must use a feat slot for something

that only has effect in the Dream Plane, however such a

restriction makes the option less desirable for players who might

not want to “waste” a feat on something so limited in application.

On the flip side, if the adventure is primarily based in the Dream

Plane, it might be too good of a feat to pass up.Within the Dream Plane there might even be deadly areas or

episodes during which all damage suffered is lethal. As such,

it would be crucial to develop a spell that transmutes a caster’s

surroundings into a deadly area; though this would certainly gran

spellcasters a powerful edge in the Dream Plane.

Finally, GMs might consider only a percentage of the damage

dealt in the Dream Plane lethal. This still allows for death, but

only as the result of a massive amount of damage; thus granting

GMs leeway in their dream encounters that they might not have

otherwise. If this is the GMs preference, then the percentage

of real damage from attacks in the Dream Plane should range

from 20% to 50%, depending on the amount of latitude the GM

requires. Encounters involving the use of lethal force against an

awakened character should grant three-fourths to full experience,

depending upon how prevalent the lethality of the episode is,

whereas nonlethal situations should result in one-half the normal

experience reward.

  Living Form (Variant): Another possibility for determining

the effects of damage and death to allow awakened characters

to suffer lethal damage within the dream and the

full effects of all spells, spell-like, supernatural,

and extraordinary abilities. This requires much less

work for both GMs and players as the characters

are affected by everything as they would in their

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home plane with no need to consider what conditions continue

to affect the character upon waking. Since there is no change in

the risk for characters in this variant awakened characters should

receive full experience rewards for all encounters.

 

Destruction of the Body: As with slumbering characters, the

destruction of an awakened character’s body creates a number of

questions. A GM could simply rule the destruction of the physical

 body results in the awakened character’s immediate departure

from the Dream Plane for the afterlife; or it could result in thecontinued existence of his quasi-real form until destroyed in the

dream. The former is more likely if one is using the dream form

variant, as it implies less of a physical connection to the Dream

Plane, whereas the latter stance can be used with either the

shadow or living form variants.

Another option is to have the awakened character transformed

into a corporeal dreamer. This means that if an awakened

character’s physical body is destroyed, instead of passing on to

the afterlife or only existing in a quasi-real state, his dream form

 becomes wholly real. This could lead to interesting possibilities

where individuals might kill themselves, via poison, or have their

 bodies destroyed while within the Dream Plane in order to escape

from their home planes, for whatever reason. This might even be the impetus for characters to enter the Dream Plane, in order

to find or hunt down an individual who has used such a tactic to

escape justice or punishment.

 

Departing the Dream Plane: With the exception of being

drawn into the Dream Plane by involuntary pull, every method

of entrance also provides for a way of departing. There is also a

universal way to exit the Dream Plane simply by willing oneself

awake. The awakened character retains strong ties to its home

 plane, which it may rely upon to pull itself out of the Dream

Plane. Once per day, an awakened character is entitled to make

a Will save (DC 15). Success indicates the awakened character

immediately returns to its home plane, whereas failure means theawakened character cannot use this ability to attempt to leave the

Dream Plane until the next day or cycle. GMs may wish to limit

Will to Waken checks to certain times of the day, such as dawn

and dusk, noon and midnight, or increase the time between failed

checks to a week or month or decrease it to once per hour or eight

hours.

Another possibility is to require awakened characters to

seek out a certain object, quest, or place, which once obtained,

completed, or arrived at provides him the ability to attempt to

leave. The more opportunities for awakened characters to leave

the Dream Plane, the less control a GM has over major events

that take place in a game session, therefore it is recommended

that there be some restrictions. As with the involuntary pull

option a GM can add to the DC of an awakened character’s Will

to Waken check depending upon his level. A Will to Waken check

is full-round action and leaves an awakened character vulnerable

to attacks of opportunity.

Corporeal

  Unlike slumbering and awakened characters, a corporeal

character enters the Dream Plane in physical form: body, mind,

and spirit. They are dream walkers in the truest sense of the term

and wander through the surreal dreamscapes of the Dream Plane

as others would wonder the forests, mountains, and deserts of

the material world. Still, corporeal characters are not native to

the Dream Plane and as such they are in the unique position to

experience the strange and bizarre on a first-hand and physical basis. Whereas both slumbering and awakened characters come

to the Dream Plane in their dreams, corporeal characters come in

their entire being.

 

Entering the Dream Plane: All of the variant methods of

entering the Dream Plane listed under the awakened character

section are viable options for GMs to use as it makes immanent

sense for them to be available for corporeal characters.

 Nonetheless, there are additional possibilities for entering the

Dream Plane in corporeal form, such as portals, rebirth, and

spells. As mentioned before, GMs should feel free to restrict

some of these methods depending upon the role he wants his

Dream Plane to fill in his campaign.  Dream Portals (Variant): There are many marvelous concepts

that can be explored using this variant method of entering the

Dream Plane. From magic mirrors to enchanted cupboards,

almost anything can be used to provide entrance into the Dream

Plane. Charmed food and drinks could also be used, be they in

the appearance of fruits or ale or something else. A GM might

even create a creature that causes others to enter the Dream

Plane, by its gaze, its touch, or when it swallows its prey whole.

The possibilities are only limited by imagination.

 No matter the form or shape a dream portal takes, their

frequency is an important factor in how the Dream Plane is

 perceived in the corporeal character’s home plane. The more

common the occurrence of dream portals, the more likely contact

with the Dream Plane is perceived as normal, thus resulting in

interplanar politics and commerce. This would result in a very

different understanding of the Dream Plane as an extension of a

corporeal character’s home plane. If dream portals are rare, the

Dream Plane becomes more mysterious and mythical. In such

a world, the majority of the populace deny the Dream Plane’s

existence, and those few who find their way there are hardly to

 be believed when, and if they return. Conversely, if dream portals

are required to enter the Dream Plane, then would they also be

needed to get back to a corporeal character’s home plane? Two-

way dream portals would allow for easy access to and from the

Dream Plane, while one-way dream portals could make it anadventure just trying to leave the Dream Plane.

Another notion to consider is the inclusion of ebbing and

flowing dream portals, which follow either regular schedules or

enigmatic patterns. This makes the entrance into the Dream Plane

more erratic, chaotic, and enigmatic– much like the plane itself.

Dream portals could also be keyed to a particular astronomical

event, religious ritual, particular phrase or item, thus allowing

only those with special knowledge or intrepid luck entrance into

the Dream Plane. Finally, portals might move or change form

without warning making their discovery even less likely and their

repeated use almost impossible.

 Rebirth (Variant): This process is one in which a character

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chooses to give up his connection to his home plane and replace

it with one to the Dream Plane. In this regard the corporeal

character becomes intrinsically tied to the Dream Plane and is

essentially considered a “native” creature while within the plane.

There are many ways a character can come to be reborn into the

Dream Plane from simply choosing to do so and casting off his

mortal coil, to requiring a rigorous ritual in order to realize the

transformation. There are many reasons for a character to take the

 path to rebirth and GMs will find the question of why one does so

to be a rewarding consideration for both NPCs and PCs. HoweverGMs may wish to limit access to this option to only certain

creatures (like fey and elves), to grant their campaign settings

unique feel. For example: fey and elves may be disappearing

from the world after choosing to be reborn into the Dream Plane.

There is a plethora of possible approaches GMs can explore with

the concept of rebirth from how to why, to the ramifications of

the transformation.

Spells: Perhaps the easiest method of entering the Dream

Plane in corporeal form is through the use of planar travel spells.

Allowing spells to bring a corporal character into the Dream

Plane grants high-level spellcasters have a distinct edge over

others within the Dream Plane, as they can control when and

where they appear. GMs may chose to restrict such spells or addunique material components or focuses to them in order to limit

their use in traveling to the Dream Plane. These constraints are

useful in a number of ways from leveling the playing field for

non-spellcasters, to aiding in the portrayal of the Dream Plane

as a plane apart from the rest of the cosmos and not just another

 place to visit during planar expeditions.

 

Dream Life and the Corporeal: Corporeal characters, being

 physically present in the Dream Plane, are in the fascinating

situation of experiencing the plane in actuality rather than in

their dreams. Like awakened characters they know they are

in the Dream Plane and are able to express wonderment and

apprehension at their surreal surroundings, which makes role- playing a bit easier for players. Unlike awakened characters,

corporeal characters cannot gain aspects as they are physically

within the Dream Plane and aspects are meant to be unconscious

exaggerations of the character’s personality.

  Corporeal characters have access to all of the surreal class

features, dream benefits for feats, and dream actions for skills.

This means they are more likely to use dream points. Therefore if

one playing with the attacking dream point variant this provides a

difficult choice to make, either to spend dream points on fantastic

actions or save them to avoid weakening themselves against such

attacks.

 

Death and the Corporeal: Corporeal characters are the easiest

dreamer types to adjudicate as their physicality within the

Dream Plane allots them the full consequences of death. GMs

may place nuances upon the terms of corporal character death,

 but ultimately the condition should be identical to death on the

character’s home plane. To portray such nuances a GM might

have the Dream Plane react to the death of a corporeal being in

a manner reflective of his persona or the nature of death. This

works well in conjunction with the notion of a sentient Dream

Plane. The following concept can be used to determine the

reaction of the Dream Plane:

  Death and Rebirth Weaves (Variant): Whenever a corporeal

or native character dies or is reborn (via raise dead , resurrection,

reincarnate, or similar spells) it causes a death or rebirth weave.

Typically, death weaves have negative affects on the character’s

environment and in particular the character’s killer. Rebirth

weaves, on the other hand, are usually beneficial in nature.

Characters who die or are reborn can attempt to create a deathor rebirth weave with a successful Charisma check. Normally,

creatures who are dead are not allowed to make any checks, but

in the Dream Plane, at the moment of death, all corporeal and

native characters may attempt to create a death or rebirth weave.

  GMs may wish to restrict death and rebirth weaves only

to player characters and important NPCs. This will lessen the

apprehension towards killing opponents that this variant rule

normally breeds, but also increase the dramatic effect when they

do happen.

  Charisma Check DCs for Death and Rebirth Weaves: Those

creatures that wish to create a death or rebirth weave must make a

successful Charisma check. The creature gains a dream bonus on

his check equal to his effective character level or challenge rating

+ the effective character level or challenge rating of the creature

that slew or raised him. If the corporeal or native creature rolls of

a 1 on this check no death or rebirth weave is created. A corporea

or native creature can always voluntarily fail his Charisma check

and as such does not create a death or rebirth weave.

If a creature wants to create a death weave he must state the

magnitude of death weave he is attempting to

create. Any results that would be greater than this

magnitude are instead considered to be of that

magnitude and any lesser outcome means that no

death or rebirth weave was created. Consult the

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following table to determine the Difficult Class that the creature

must achieve in order to create a death or rebirth weave of that

 particular magnitude:

Table 2.7: Death/Rebirth Weaves

DC Magnitude Minimum ECL* Effect5 Insignificant 1 This means that the death or rebirth weave is really only for flavor and should be

no more significant to the character’s killer or reviver than a 0-level spell, often

less so.

10 Minor 1 This means that the death or rebirth weave is more than merely flavorful, butshould still not affect the character’s killer or reviver more severely than would a

1st-level spell.20 Significant 4 This means that the death or rebirth weave directly affects the character’s killer or

reviver and/or their environment in a noticeable way. These death or rebirth weaves

should be comparable in scope to a 2nd or 3rd-level spell.30 Major 8 This means that the death or rebirth weave directly affects the character’s killer

or reviver and/or his environment in a very significant way. These death or rebirth

weaves should be on par with 4th to 6th-level spells.40 Massive 12 These death or rebirth weaves affect the character’s killer or reviver and his

environment in ways that are on par with 7th to 9th-level spells in scope.50 World-

altering

16 These death or rebirth weaves are the stuff that legends and cataclysms are made

of and go beyond 9th-level spells in scope affecting not only a character’s killer or

reviver, but also the world at large. These typically bring about some permanent

changes to the Dream Plane.

*Note that some death or rebirth weaves can only be triggered by characters of a certain effective character level, in the case of

triggering death or rebirth weaves that would normally be beyond those allowed to a character’s level simply take the highest death or

rebirth weave allowable and apply it.

   Being Affected by a Death or Rebirth Weave: Characters that

come under the effects of a death or rebirth weave can make

saving throws versus the effects depending upon what spell is

 being mimicked. Creatures with spell resistance can also use their

spell resistance if it is applicable.

   Example Death Weave: If a 16th-level corporeal wizard with

12 Charisma is slain by a Challenge Rating 16 nightwalker, then

the wizard would have a +32 dream bonus and +1 Charisma bonus to his Charisma check. The wizard chooses to create a

death weave and chooses massive as his maximum magnitude.

He then rolls a d20. A roll of a 1 to 6 means no death weave

is created, but a roll of 7 to 20 would result in a massive death

weave. A roll of 17 to 20 would normally have granted a world

altering death weave, but the wizard set the magnitude to massive

and as such the result could not exceed his desired magnitude.

If the same wizard had chosen to attempt a world altering

death weave a roll of 1 to 16 would result in a no death weave,

 but a roll of 17 to 20 would have resulted in a world altering

death weave.

  Departing the Dream Plane: Typically, corporeal characters

leave the Dream Plane in the same manner as they arrive.

Corporeal characters arriving via meditation, concentration,

dreaming, and involuntary pull return home as determined by

the manner detailed under their perspective variants. A character

arriving in the Dream Plane via portal or spell must leave via one

of those methods. A reborn character cannot normally chose to

depart from the Dream Plane, as he has forfeited his connectionto his home plane, though GMs might allow them to leave the

Dream Plane by magical means (via portal or spell, or some other

means). If a reborn character manages to leave the Dream Plane,

he gains the extraplanar subtype.

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 Natives

  Native characters fall into two categories, those born in the

Dream Plane and those created by it. The former are called

trueborn and exist within the Dream Plane, while the later are

essentially part of the plane and known as progeny. Each native

type has its own unique role in the Dream Plane; trueborns grant

a sense of life within the world that is beyond mere dreaming,

whereas the idea of progeny makes the plane itself a character, or

 perhaps more aptly characters, within a campaign. Progeny aremost likely to appear in a sentient Dream Plane as representations

of the plane’s persona and various thoughts and desires.

 

Planar Traits and the Natives: Trueborn characters have full

access and control over the planar traits within the Dream Plane

as they are independent individuals with the freewill to chose

and direct the plane as they wish. Conversely, progeny are like

slumbering characters and do not recognize they are within a

dream as they are in fact are part of it. This means that progeny

characters do not have control over the Dream Plane, nor even

the freewill to choose to control it, but instead controlled by

it. Progeny are under the complete control of the GM who

represents and makes their decisions on behalf of the DreamPlane. Due to the progeny’s participation in the being of the

Dream Plane, it is advisable that they have no conscious control

over their surreal surroundings as they accept them without

question and thus have no conception of changing them through

their own force of will. Some GMs may wish to portray a Dream

Plane at war with itself; trying to forge an identity of its own

which may require granting morphic abilities to the progeny.

However unless this is the case, progeny should not have the

ability to change their environment through the use of one of the

morphic planar traits.

 

Dream Life and the Natives: Native characters are in a unique

 position as they are born into the Dream Plane with no other

reference to reality. They are both physically within the Dream

Plane and accepting of it without question. In fact, to Dream

Plane natives, the mundane worlds of the Material Plane would

 probably seem quite unreal or at the very least severely lacking.

Like slumbering characters, native characters have only rare

moments of astonishment within the Dream Plane, as the

fantastic and bizarre are commonplace.

 Aspect Levels (Variant): Native characters may be born with

or over the course of their lives acquire aspects that reflect their

inner being in more tangible and obvious ways. These traits are

known as aspect levels and are presented in depth later in this

chapter. Aspect levels work exactly like class levels and increase

an individual’s effective character level. They are quite useful in

not only providing native characters a distinctive quality, but also

offer insight into the very souls of such characters. Alternately,

GMs may decide that aspects are connected to a native

character’s race and provide a list of appropriate aspects for eachrace to choose from.

  Dreamspawn/Nightmares (Variant): This variant creates two

subtypes of progeny, dreamspawn and nightmares. Dreamspawn

are either good or neutral progeny that populate the world from

the tiniest ant to the tallest trees. They can be the merchants

one meets in market or the people one meets upon a city street.

There purpose is to provide aid and comfort to those within the

Dream Plane. Truth be told, most anything can be mimicked by

a dreamspawn, except creatures with ill intent. Progeny with

malicious natures are instead given the nightmare subtype and are

of evil or neutral alignment. There purpose is to cause pain and

suffering within the Dream Plane and they delight in the torment

of others. The dreamspawn and nightmare subtypes are describedin further detail in Appendix B.

  Progeny Shift (Variant): Progeny shifts involve changing the

 psychological, emotive, and even physical forms of progeny.

Changes brought about by progeny shifts can be subtle, while

others are astounding and even disquieting. Progeny shifts can

happen everywhere from once every hour to once every year or

longer and the magnitudes of the progeny shifts can be either

random or set. A progeny who was the captain of the guards one

day may become a street urchin the next. Such progeny shifts can

 be confusing, or even amusing, but usually follow some inborn

logic that only those with intimate knowledge of the Dream Plane

can fathom. Conflict can spring from a progeny shift, such as, the

sudden appearance of a patrol of goblins, but GMs should avoidusing progeny shifts to place characters into hopeless situations.

The following is provided as an example for a progeny shift

chart.

Table 2.8: Progeny Shifts

Die Roll Magnitude Examples1 None No change.2-6 Insignificant Progeny remain clean or dirty no matter what happens to them.

7-10 Minor Progeny have their facial features slightly changed.11-14 Significant Progeny become one size category larger or shorter.15-17 Major Progeny change their race or personalities.18-19 Massive Progeny change their creature type.20 World Altering* Progeny split into good and bad versions of themselves and each one

fights for dominance with the other.*World Altering shifts last until they are reversed or replaced by another World Altering shift.

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  Truenames (Variant): Only trueborn characters can have

truenames. If a trueborn hears his truename spoken, he is dazed

for one round, unless he makes a Will save (DC 10 + one-half

the effective character level of the one speaking their name +

the speaking character’s Charisma modifier). If the trueborn

succeeds at his Will save he is immune to the use of his name

 by that particular individual for one day. After the first round,

the speaker of the trueborn’s truename may speak one command

and the trueborn must follow it as if under the effects of a geas

spell. This effects of the geas last for one day per effectivecharacter level (ECL) of the speaker of the trueborn’s truename

or until the request is fulfilled. If the trueborn is already under

the affects of a geas, any further attempts to use his truename to

force him to complete a task grant him a Will save bonus equal

to one-half the effective character level of the character (or

one-half the Challenge Rating of the creature) who has geased

the trueborn. GMs should feel free to create other effects and

uses for a trueborn’s truename. The introduction of truenames

can foster many interesting episodes within an adventure. It

is recommended however, that if players are allowed to make

trueborn characters, the power of truenames is either reduced or

not used at all.

  Native characters have access to all the surreal racial traits,class features, dream benefits for feats, and dream actions for

skills. This means they are likely to use dream points to resolve

many of their dilemmas. If one is playing with the attacking

dream point variant, the expenditure of dream points forces the

character to make difficult choices between spending them on

fantastic actions or saving them to avoid weakening themselves

against such attacks.

  Death and the Natives: Like corporeal characters, native

characters are physically present within the Dream Plane and

thus suffer the full consequences of death. As usual the GM

has the choice to implement caveats concerning the death of

native creatures. For example, trueborn characters might cause

death weaves (as detailed under the corporeal character section)whereas progeny do not. Another possibility might be to have

the reverse be true, if a GM wants to drive home the idea that

the Dream Plane wishes to protect itself more than it does its

inhabitants.

  Departing the Dream Plane: Native characters should only

 be able to depart the Dream Plane by magical means such as by

using dream portals or spells. However, if a GM has decided that

the corporeal character methods of entry are not available for use

 by the native characters, then it could be impossible for them to

leave at all. A GM might even require a special ritual that uses

an awakened or slumbering character as a focus, which allows

a native to crossover with the character when he awakens in his

home plane. Each of these choices has a number of ramifications

and opportunities for adventure, the GM needs only decide which

most appropriately suits his purpose. Finally, GMs should also

conclude whether a trueborn requires sleep while outside of the

Dream Plane. Perhaps they must get sleep on a regular basis or

suffer terrible consequences or maybe they do not need sleep at

all.

Example Dream Planes

  There are a number of possible traits a Dream Plane can have

with relation to the types of dreamers present within it. The

following example Dream Planes are a continuation of those

 presented in the previous chapter and detail the characteristics

appropriate to the dreamer archetypes.

The Between

  The Between has the following dreamer traits:

  Slumbering Characters: Slumbering characters enter The

Between in their normal appearance and cannot affect change via

the highly morphic trait. Slumbering characters in The Between

use the phantasmal form variant when determining the effects of

death. Only mind-affecting spells, spell-like, and supernatural

abilities can cause death and carry over to the slumbering

character’s physical form.

  Awakened Characters: Awakened characters enter The

Between via meditation, concentration, or dreaming and appear

in their normal semblance. Awakened characters in The Between

use the shadow form variant and the awakened character’s bodyis kept in an extra-dimensional space while he is within The

Between.

  Corporeal Characters: Corporeal characters enter and leave

The Between via dream portals and spells.

Native Characters (trueborn only): Native characters are

 born within The Between and may only depart via the use of

specific dream portals and rituals. Native characters gain one

aspect level when they reach their majority.

The Realm of Reverie

  The Realm of Reverie has the following dreamer traits:

  Slumbering Characters: Slumbering characters enter

the Realm of Reverie in normal appearance and gain three

subconscious traits chosen by the GM. Slumbering characters use

the figment form variant when determining the effects of death

within the Realm of Reverie.

  Awakened Characters: Awakened characters enter the Realm

of Reverie in their shadow form via the dreaming. The awakened

character’s body remains behind upon their home plane with no

special protection.

  Corporeal Characters: Corporeal characters normally

enter and leave the Realm of Reverie via dream portals and

spells, though fey may chose to be reborn into the Realm of

Reverie. Fey that choose to be reborn gain one aspect level uponcompletion of their transformation.

Native Characters (trueborn only): Native characters are

 born within the Realm of Reverie and may only depart via the use

of specific dream portals. Native characters gain one aspect level

when they reach their majority. All native characters are given a

truenames, which only hold power if spoken within the language

of the reborn fey, known as Reverie.

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The Plane of Essence

  The Plane of Essence has the following dreamer traits:

  Slumbering Characters: Slumbering characters enter the

Plane of Essence in an incarnated appearance that reflects their

alignment and gain three subconscious traits chosen by the

GM. Slumbering characters use the figment form variant when

determining the effects of death within the Plane of Essence.

  Awakened Characters: Awakened characters enter the Plane

of Essence in dream form via meditation or dreaming and gainone aspect level chosen by the players when they enter the plane.

The awakened character’s body remains upon his home plane, but

in a conditional stasis, the parameters of which are determined by

the GM.

Corporeal Characters: Corporeal characters enter and leave

the Plane of Essence via spells.

Native Characters (trueborn only): Native characters are

 born within the Plane of Essence and may only depart via the

use of specific spells. Native characters gain two aspect levels

when they reach their majority. All native characters are given a

truenames.

The Ten-Tiered Dream of Morpheus

  Ten-Tiered Dream has the following dreamer traits:

  Slumbering Characters: Slumbering characters enter the

Ten-Tiered Dream in their normal appearance and though they

cannot usually use their dream points to affect change, they gain

moments of lucidity (Will save, DC 16) a number of times per

day equal to their effective character levels plus their Wisdom

modifier (minimum attempts 1). Slumbering characters use the

 phantasmal form variant when determining the effects of death

within the Plane of Essence.

  Awakened Characters: Awakened characters enter the Ten-

Tiered Dream in shadow form via the dreaming and involuntary pull. The awakened character’s body is kept in an extra-

dimensional space while the character is within the Ten-Tiered

Dream. Awakened characters can leave the Ten-Tiered Dream if

they make with a successful Will to Waken check (DC 15).

  Corporeal Characters: Corporeal characters enter and

leave the Ten-Tiered Dream via spells and their deaths and

resurrections also cause death and rebirth weaves.

Native Characters (progeny only): Native characters are

created by the Ten-Tiered Dream and may never depart the plane.

Each native must have either the dreamspawn or nightmare

subtype and is affected by progeny shifts.

Orbs of Terror 

  The Orbs of Terror have the following dreamer traits:

  Slumbering Characters: Slumbering characters enter the

Orbs of Terror in their normal appearance and though they cannot

usually use their dream points to affect change in the Orbs of

Terror they can experience a moment of lucidity (Will save, DC

16) once per hour for one minute. Slumbering characters use

the psychic form variant when determining the effects of death

within the Orbs of Terror.  Awakened Characters: Awakened characters enter the Orbs

of Terror in their living form via involuntary pull. The awakened

character’s body remains behind upon his home plane with no

special protection. Awakened characters can leave the Orbs of

Terror with a successful Will to Waken check (DC 20).

  Corporeal Characters: Corporeal characters can enter the

Orbs of Terror via spells, but cannot leave in the same manner.

Instead they must complete three heroic deeds, typically against

uneven odds to leave the plane.

Native Characters (trueborn only): Native characters are

 born in and created by the Orbs of Terror. Natives gain one aspec

level when they reach their majority and may depart the Orbs of

Terror by completing three valiant quests.

The Endless Tower 

  The Endless Tower has the following dreamer traits:

  Slumbering Characters: There are no slumbering characters

within the Endless Tower.

  Awakened Characters: Awakened characters enter the

Endless Tower in their living form via involuntary pull. The

awakened character’s body is stored at the summit of the Endless

tower hanging from a cage. Awakened characters cannot leave

except by reaching the summit and opening the cage. The Endless

Tower can only summon thirteen creatures to it in this mannereach year.

  Corporeal Characters: Corporeal characters enter the

Endless Tower via dream portals or particular spells. The Endless

Tower also has the ability to reach into the Material Plane and

draw sleeping or meditating characters into it physically, but it

can only do so a thirteen times per year.

Native Characters (progeny only): Native characters are

created by the Endless Tower and may never depart the plane. All

 progeny within the Endless Tower have the nightmare subtype.

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Dreamer Templates

  The above rules present generalized overview of different

types of dreamers, but GMs will need more than this in order to

make a dreamscape campaign a reality. The adoption of dreamer

templates can help expand these options allowing both GMs

and players to fashion campaign specific characters. Dreamer

templates can be added to creatures to grant them unique traits,

appearances, and abilities. The following templates assume the

use of the standard Dream Point System and are the baselines forthe forthcoming rules.

Slumbering Template

  The slumbering template can be added to any creature

(referred to hereafter as the “base creature”) that needs sleep and

is drawn into the Dream Plane. The base creature’s type remains

unchanged by this template, but gains the extraplanar subtype.

  Special Qualities: A slumbering creature retains all the

special qualities of the base creature and also gains the following.

  Figment Form (Ex): The base creature enters the Dream Plane

in a figment form that mirrors the physical form they left behindin their home plane. Damage and other special conditions are

noted normally for slumbering creatures, but if they are reduced

 below 0 hit points] within the Dream Plane they forced to wake

returning them to their home plane with no loss of hit points or ill

effects.

  Dream Points (Ex): The base creature gains a number of

dream points equal to 3 plus his effective character level times

10 plus the base creature’s Charisma modifier. For example, a

5th-level awakened character with 16 Charisma would have 104

([3+5] x [10+3]) dream points.

  Dream Daze (Ex): The base creature cannot spend dream

 points as they wish, instead the GM expends dream points for

them after the player announces their action. GMs should onlyexpend dream points on dramatically important actions and avoid

spending them on frivolous endeavors.

   Moments of Lucidity (Ex): The base creature has the ability to

occasionally see past the dream daze they are in and recognize

that they are within the Dream Plane. A number of times per day

equal to his level plus his Wisdom modifier, the base creature

may make a Will save (DC 16). If successful the base creature

can use his dream points as he sees fit for one round, whereas

failure means the GM chooses if and how to spend the base

creature’s dream points that round.

  Classes: The base creature gains the enhanced and additional

class features (as detailed in this chapter ) while within the Dream

Plane.  Skills: The base creature gains access to the enhanced and

additional skill uses (as detailed in Chapter 3) while within the

Dream Plane.

  Feats: The base creature gains the enhanced and additional

feat benefits (as detailed in Chapter 3) while within the Dream

Plane.

Awakened Template

  The awakened template can be added to any creature (referred

to hereafter as the “base creature”) that needs sleep and enters the

Dream Plane. The base creature’s type remains unchanged by this

template, but gains the extraplanar subtype.

  Special Qualities: An awakened creature retains all the

special qualities of the base creature and also gains the following.

  Dream Form (Ex): The base creature enters the Dream Plane

in a quasi-real dream form that mirrors and connects to the physical form he left behind in his home plane. Unless otherwise

noted, damage suffered by the base creature while within Dream

Plane is considered nonlethal damage, and is carried over to the

 base creature’s physical form when he wakes. Mind-affecting

and necromancy spells, spell-like, and supernatural effects have

a normal effect on the base creature within Dream Plane and are

carried over to the base creature’s physical form when he wakes.

Other types of spells, spell-like and supernatural effects have

normal effect on the base creature, but do not carry over to the

 base creature’s physical form when he wakes. If the base creature

suffers more nonlethal damage than his current hit points, he

returns to his home plane in the unconscious state and must heal

the nonlethal damage normally before he awakes.  Dream Points (Ex): The base creature gains a number of

dream points equal to 3 plus his effective character level times

10 plus the base creature’s Intelligence, Wisdom, or Charisma

modifier, depending upon their race. For example, a 5th-level

awakened character with 16 Charisma would have 104 ([3+5] x

[10+3]) dream points.

  Will to Waken (Ex): The base creature always retains strong

ties to his home plane, which he may rely upon to pull himself

out of the Dream Plane. Once per day, the base creature is entitled

to make a Will save (DC 15). Success indicates he is immediately

returned to his home plane, whereas failure means he cannot use

this ability to attempt to leave the Dream Plane for one full day.

The base creature may also use this ability to prevent himself

from being unwillingly pulled into Dream Plane. Will to Waken

is a full-round action and leaves the base creature vulnerable

to attacks of opportunity. The base creature may not use this

ability if he is in the area of effect of a place, item, or spell that

suppresses it.

  Racial Traits: The base creature gains the awakened racial

traits indicated under the Awakened Racial Traits section in this

chapter. These traits are in addition to the base creature’s existing

racial traits.

Classes: The base creature gains the enhanced and additional

class features (as detailed in this chapter) while within the Dream

Plane.  Skills: The base creature gains access to the enhanced and

additional skill uses (as detailed in Chapter 3) while within the

Dream Plane.

  Feats: The base creature gains the enhanced and additional

feat benefits (as detailed in Chapter 3) while within the Dream

Plane.

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Corporeal Template

  The corporeal template can be added to any nonnative creature

(referred to hereafter as the “base creature”) that enters the Dream

Plane physically. The base creature’s type remains unchanged by

this template, but gains the extraplanar subtype.

  Special Qualities: A corporeal creature retains all the special

qualities of the base creature and also gains the following.

  Corporeal Form (Ex): The base creature enters the Dream

Plane in physical form. All damage and spell, spell-like,supernatural, and extraordinary effects have a normal effect

on the base creature. As such, the base creature suffers the full

consequences of death or destruction while within the Dream

Plane.

  Dream Points (Ex): The base creature gains a number of

dream points equal to 3 plus his effective character level times

10 plus the base creature’s Charisma modifier. For example, a

5th-level corporeal character with 16 Charisma would have 104

([3+5] x [10+3]) dream points.

  Classes: The base creature gains the enhanced and additional

class features (as detailed in this chapter) while within the Dream

Plane.

  Skills: The base creature gains access to the enhanced andadditional skill uses (as detailed in Chapter 3) while within the

Dream Plane.

  Feats: The base creature gains the enhanced and additional

feat benefits (as detailed in Chapter 3) while within the Dream

Plane.

Trueborn Template

The trueborn template can be added to any creature (referred to

hereafter as the “base creature”) that is born within the Dream

Plane. The base creature’s type remains unchanged by this

template.  Special Qualities: A trueborn creature retains all the special

qualities of the base creature and also gains the following.

  Trueborn Form (Ex): The base creature is born within the

Dream Plane. All damage and spell, spell-like, supernatural, and

extraordinary effects have a normal effect on the base creature.

As such, the base creature suffers the full consequences of death

or destruction while within the Dream Plane.

  Aspect Levels (Ex): Each base creature gains an aspect level.

This level is not accounted for in the Level Adjustment of this

template because it grants the base creature a Hit Die and should

 be accounted in the base creature’s effective character level.

  Dream Points (Ex): The base creature gains a number of

dream points equal to 3 plus his effective character level times 15 plus the base creature’s Charisma modifier. For example, a 5th-

level trueborn character with 16 Charisma would have 144 ([3+5]

x [15+3]) dream points.

  Racial Traits: The base creature gains the trueborn racial

traits (as detailed in this chapter). If the base creature enters

another plane, he loses access to his trueborn racial traits until

such time as he returns to the Dream Plane.

  Classes: The base creature gains the enhanced and additional

class abilities (as detailed in this chapter). If the base creature

enters another plane, he loses access to the additional class

features until such time as he returns to the Dream Plane.

  Skills: The base creature gains the enhanced and additional

skill uses (as detailed in Chapter 3). The base creature also

automatically gains Dream Weaving, Handle Progeny, and

Weavecraft as class skills from his bonus Dream Touched feat.

If the base creature enters another plane, he loses access to the

additional skill uses until such time as he returns to Dream Plane.

Feats: The base creature gains the Dream Touched feat for

free. He also gains dream benefits detailed in Chapter 3. If the

 base creature enters another plane, he loses access to the dream

 benefits until such time as he returns to the Dream Plane.  Level Adjustment: +1.

 Note on Level Adjustment

  Add this number to the base creature’s total Hit Dice,

including aspect and class levels, to get the creature’s effective

character level (ECL). A character’s ECL affects the experience

the character earns, the amount of experience the character must

have before gaining a new level, and the character’s starting

equipment. For example, a trueborn dwarf (i.e. stone dwarf) with

one terran aspect level (from the trueborn template) and one

fighter level would be considered a 3rd-level character (1 from

level adjustment + 1 from terran aspect level + 1 from fighterlevel) for purposes of experience gain, experience needed to gain

a new level, and starting equipment.

Progeny Template

  The progeny template can be added to any creature (referred

to hereafter as the “base creature”) that is created by the Dream

Plane. The base creature’s type remains unchanged by this

template.

  Special Qualities: A progeny creature retains all the special

qualities of the base creature and also gains the following.

  Progeny Form (Ex): The base creature is created by theDream Plane. All damage and spell, spell-like, supernatural, and

extraordinary effects have a normal effect on the base creature.

As such, the base creature suffers the full consequences of death

or destruction in the Dream Plane. The base creature cannot

leave the Dream Plane and if somehow forced to do so he ceases

to exist. A progeny that reaches 0 dream points is immediately

destroyed.

  Dream Points (Ex): The base creature gains a number of

dream points equal to 3 plus his effective character level times 10

 plus the base creature’s Charisma modifier. For example, a 5th-

level progeny character with 16 Charisma would have 104 ([3+5]

x [10+3]) dream points.

  Classes: The base creature gains the enhanced and additionalclass abilities (as detailed in this chapter).

Skills: The base creature gains the enhanced and additional

skill uses (as detailed in Chapter Three), but cannot use the

Dream Weaving, Handle Progeny, or Weavecraft skills.

  Feats: The base creature gains dream benefits (as detailed in

Chapter Three).

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Awakened Racial Traits (PHB Races)

  Awakened characters gain additional racial dream traits while

within the Dream Plane. The racial dream traits described below

are based on the assumption that a GM is using the Dream

Point System; if this is not the case, a GM can either drop the

concept of additional racial dream traits, create their own, or

use the alternative racial dream traits presented in Appendix

A. In addition, some characters break with the traditional

characteristics of their race and GMs should feel free to amendthe racial dream traits to reflect this. For example, a half-orc

raised by dwarves might be given a mixture of the awakened

half-orcish and dwarven traits.

Awakened Dwarves

  Awakened dwarves are more resilient in body, mind, and spirit

while in the Dream Plane. Poisons and spells are less likely to

affect them and their affinity to metal and stone is heightened.

They are also filled with an extraordinary prowess in battle that

harkens to their racial heritage.

Awakened Dwarven Traits

  Improved Racial Skills: Awakened dwarves only have to

expend 15 dream points to use the luck roll dream point ability

when using the Appraise, Craft, or Search skills in relation to

metal or stone.

  Improved Poison Resistance: Awakened dwarves only have to

expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus poison.

 Improved Spell Resistance: Awakened dwarves only have to

expend 15 dream points to use the luck roll dream point

ability when making a saving throw versus spells or

spell-like effects.

 Incredible Feat: Awakened dwarves may expend 5dream points to gain temporary access to any feat upon

the fighter’s bonus feat list for which they meet the

 prerequisites. Awakened dwarves may only have one

incredible feat at a time and access to this feat only lasts

for one round. An awakened dwarf must have a Strength

score of at least 10 in order to use this ability.

  Pragmatic Mind: Awakened dwarves may apply their

Wisdom modifiers instead of their Charisma modifiers

when determining their dream points.

Awakened Elves

  Awakened elves lose their immunity to sleep, but

gain an inborn resistance to dream-oriented spells and

effects. They are granted an incredible perception of their

environment and expertise with their racial weapons. Due

to their connection with the arcane awakened elves find

themselves able to wield cantrips at their whim.

Awakened Elven Traits

 Improved Racial Skills: Awakened

elves only have to expend 15 dream

 points to use the luck roll dream point ability when using the

Listen, Spot, or Search skills.

   Dream Resistance: Awakened elves lose their immunity to

sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dream

descriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also gain the ability to expend 15 dream points to use the luck roldream point ability when making a saving throw versus dream

descriptor spells.

 Improved Enchantment Resistance: Awakened elves only have

to expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus enchantment.

 Improved Weapon Proficiencies: Awakened elves gain the

ability to expend 10 dream points to Take 10 on a single attack

roll with longswords, rapiers, longbows (including composite

longbow), and short bow (including composite shortbow). This

 bonus comes from the dream benefits from the awakened elves’s

racial Martial Weapon Proficiency feats.

  Spell-like Abilities: Awakened elves can expend 5 dream

 points to cast a 0-level spell from wizard’s spell list. An

awakened elf must have an Intelligence score of at least 10 in

order to use this ability. Caster level 1st; save DC 10 + awakened

elf’s Intelligence modifier.

  Insightful Mind: Awakened elves may apply their Intelligence

modifiers instead of their Charisma modifiers when determining

their dream points.

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Awakened Gnomes

  Awakened gnomes are doubly adept at detecting illusions

and exceptionally competent in their alchemical pursuits within

the Dream Plane. They are infused with charismatic powers

that allow them to both entertain and distract others. Awakened

gnomes have an innate ability to perform feats of legerdemain

upon those in their immediate vicinity, which only serves to

encourage them to play pranks upon their friends and foes.

Awakened Gnome Traits

  Improved Racial Skills: Awakened gnomes only have to

expend 15 dream points to use the luck roll dream point ability

when using the Craft (alchemy) and Listen skills.

  Improved Illusion Resistance: Awakened gnomes only have to

expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus illusion.

 Ranged Legerdemain: Awakened gnomes only increase the

DC by 10 (instead of 20) when using the ranged legerdemain

dream action for the Sleight of Hand skill. Working at a distance

the awakened gnome cannot take 10 on this check. Any object

to be manipulated must weigh 5 pounds or less. An awakened

gnome must have a Dexterity score of at least 10 in order to usethis ability.

  Spell-like Abilities: Awakened gnomes can expend 5 dream

 points to cast a 0-level spell from the bard’s spell list. An

awakened gnome must have a Charisma score of at least 10 in

order to use this ability. Caster level 1st; save DC 10 + awakened

gnome’s Charisma modifier.

  Inquisitive Mind: Awakened gnomes may apply their

Intelligence modifiers instead of their Charisma modifiers when

determining their dream points.

Awakened Half-Elves

  Awakened half-elves have an admixture of abilities that stem

from their elven and human heritage. They have an awakened

elf’s resistance to dream-oriented spells and enchantment and

the awakened human’s ability to adapt to their environment and

 perform incredible feats.

Awakened Half-Elven Traits

 Improved Racial Skills: Awakened half-elves only have to

expend 15 dream points to use the luck roll dream point ability

when using the Diplomacy and Gather Information skills.

   Dream Resistance: Awakened half-elves lose their immunity

to sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dreamdescriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also gain the ability to expend 15 dream points to use the luck roll

dream point ability when making a saving throw versus dream

descriptor spells.

 Improved Enchantment Resistance: Awakened half-elves only

have to expend 15 dream points to use the luck roll dream point

ability when making a saving throw versus enchantment.

 Incredible Feats: Awakened half-elves may expend 5 dream

 points to gain temporary access to any feat for which they meet

the prerequisites. Awakened half-elves may only have one

incredible feat at a time and access to this feat only lasts for one

round.

   Improved Heroic Surge: Awakened half-elves only have to

expend 15 dream points to use the heroic surge dream point

ability.

  Versatile Mind: Awakened half-elves may apply their

Intelligence or Wisdom modifiers instead of their Charisma

modifiers when determining their dream points. Every time the

character gains a new level he may opt to change which ability

score modifier to apply to his base dream points.

Awakened Half-Orcs

  Awakened half-orcs are exemplars of the relentless strength

of their orcish predecessors and the astonishing adaptability of

their human kin. They are an intimidating presences within the

Dream Plane and able to achieve impressive deeds of physical

and marital prowess.

Awakened Half-Orc Traits

 Improved Racial Skills: Awakened half-orcs only have to

expend 15 dream points to use the luck roll dream point ability

when using the Climb, Jump, Intimidate, and Swim skills.  Incredible Feats: Awakened half-orcs may expend 5 dream

 points to gain temporary access to any feat for which they

meet the prerequisites. Awakened half-orcs may only have one

incredible feat at a time and access to this feat only lasts for one

round.

   Heroic Attack: Awakened half-orcs only have to expend 15

dream points to use the heroic surge dream point ability when

using it to attack. An awakened half-orc must have a Strength

score of at least 10 in order to use this ability.

  Resolute Mind: Awakened half-orcs may apply their Wisdom

modifiers instead of their Charisma modifiers when determining

their dream points.

Awakened Halflings

  Awakened halflings are granted an unbelievable athletic agility

while within the Dream Plane and have an extraordinarily ability

to resist fear. They have an unnatural speed about them and an

uncanny ability to throw things with an accuracy that was not

intended by their design.

Awakened Halfling Traits

 Improved Racial Skill: Awakened halflings only have to

expend 15 dream points to use the luck roll dream point ability

when using the Climb, Jump, and Move Silently skills.  Improved Fear Resistance: Awakened halflings only have to

expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus fear.

 Heroic Stride: Awakened halflings only have to expend 15

dream points to use the heroic surge dream point ability when

using it to move. An awakened halfling must have a Dexterity

score of at least 10 in order to use this ability.

  Uncanny Throw: Awakened halflings may

expend 5 dream points to make any small-sized

light weapon they wield into a thrown weapon

with a range increment of 10 feet. A light weapon

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that already has a range increment increases its range increment

 by 5 feet. An awakened halfling must have a Dexterity score of at

least 10 in order to use this ability.

  Perceptive Mind: Awakened halflings may apply their Wisdom

modifiers instead of their Charisma modifiers when determining

their dream points.

Awakened Humans

  Awakened humans are able to perform fantastic feats of heroicdaring do while within the Dream Plane. They can adapt to

almost any situation and are granted insight into a particular skill

which they choose when they enter the Dream Plane.

Awakened Human Traits

 Improved Racial Skills: Awakened Humans choose one skill.

Awakened humans only have to expend 15 dream points to use

the luck roll dream point ability when using the chosen skill.

  Incredible Feats: Awakened humans may expend 5 dream

 points to gain temporary access to any feat for which they

meet the prerequisites. Awakened humans may only have one

incredible feat at a time and access to this feat only lasts for one

round.   Improved Heroic Surge: Awakened humans only have to

expend 15 dream points to use the heroic surge dream point

ability.

  Versatile Mind: Awakened humans may apply their

Intelligence or Wisdom modifiers instead of their Charisma

modifiers when determining their dream points. Every time the

character gains a new level he may opt to change which ability

score modifier to apply to his base dream points.

Awakened Racial Trait Guidelines

  At some point in a campaign, both players and GMs maydecide they need to create awakened characters or creatures

 beyond those covered in this chapter. This sidebar provides a

guideline for determining the awakened racial traits beyond the

seven core races of the PHB, and can also be used to alter the

racial dream traits presented above to fit a GMs own campaign

setting.

  Brainstorming Awakened Racial Traits: Perhaps the most

difficult thing to do when determining awakened racial traits

for creatures not covered in the PHB is to devise a list of racial

concepts that fit the race in question, but are not over powered

when compared to the awakened racial traits presented in this

chapter. To help with this process the following guidelines have

 been provided:  Guideline #1: Keep the awakened racial traits simple and

uniform with those presented above.

  Guideline #2: If the race gains a racial bonus to one or more

of its ability scores, list them.

  Guideline #3: If the race gains racial bonuses to any skills, list

them.

  Guideline #4: If the race has a racial bonus to

any save types (fear, poison, etc.), list them.

  Guideline #5: If the race has any other racial

traits that might be appropriate to expound upon

with a unique awakened racial trait, list them.

  Guideline #6: Look at the race and determine whether

the alternate dream point modifying ability score should be

Intelligence or Wisdom. It is best to choose an ability score that

has neither a racial bonus nor a penalty. If this is not possible,

then choose an ability score with an awakened bonus. If none

can be found, then choose the ability score that has the lowest

 penalty. Another possible approach is to use the primary mental

ability score associated with base creature’s favored class.

  Balancing the Awakened Racial Traits: To help narrow

things down, use a credit system whereby 9 to 11 credits (usually10) are allotted to each race to help balance the race’s awakened

racial abilities. These credits are spent according to the following

steps and in order:

  Step #1 (Dream Point Modifying Ability Score): If the chosen

ability score has neither a racial bonus nor a penalty, then spend

no credits. If an ability has a racial bonus, then subtract 1 credit

for every +2 racial bonus, whereas if the ability has a racial

 penalty, then add 1 credit for every -2 racial bonus. The versatile

mind ability costs 1 credit.

  Step #2 (Improved Skills): Look over the skills on the list and

determine which ones are most essential to the race and decrease

the amount of dream points needed to use the luck roll dream

 point ability for these skills by 5. Subtract 1 credit for each skillthat gains this benefit and an additional 1 credit if the player

chooses the skill.

  Step #3 (Improved Saving Throws): Look over the saving

throws on the list and determine which ones are most essential

to the race and decrease the amount of dream points needed to

use the luck roll dream point ability for these saving throws by 5.

Subtract 1 credit for each saving throw type granted this benefit.

  Step #4 (Other Racial Traits): If credits are still left over

and no other ability scores, skills, or saves seem appropriate for

enhancement, then consider the remainder of creature’s racial

traits and try to come up with an appropriately balanced concept

for an awakened trait, such as the incredible feat trait granted to

half-elves, half-orcs, and humans. For each racial trait expandedupon subtract 1 to 3 credits depending upon the usefulness of the

ability.

Tip: Feats, prestige class abilities, and monstrous special

attacks and qualities are all good places to look for inspiration for

these additional awakened racial traits.

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Trueborn Racial Traits (PHB Races)

  Trueborn characters gain additional racial dream traits while

within the Dream Plane. The racial dream traits described below

are based on the assumption that a GM is using the Dream

Point System; if this is not the case, a GM can either drop the

concept of additional racial dream traits, create their own, or

use the alternative racial dream traits presented in Appendix

A. In addition, some characters break with the traditional

characteristics of their race and GMs should feel free to amendthe racial dream traits to reflect this. For example, a half-orc

raised by dwarves might be given a mixture of the trueborn half-

orcish and dwarven traits.

Trueborn Dwarves

  Trueborn dwarves are astonishing hale in body and prudent

in thought. They have an elemental affinity to the earth and are

able to control that element to a greater degree while within the

Dream Plane. They often take upon themselves the aspects that

accentuate their honorable and tenacious personality and close

connection to terra firma.

Trueborn Dwarven Traits

  Aspect Level: Trueborn dwarves gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn dwarves normally take aspect

levels in one of the following aspects: aligned (good, lawful),

draconic (metallic [copper, gold]), elemental-born (earth, fire),

 paragon (strength, constitution, wisdom), planar (archon), terran

(any), or totem (badger, dog, horse).

  Greater Constitution: +2 Constitution.

Greater Wisdom: +2 Wisdom.

 Improved Racial Skills: Trueborn dwarves only have to

expend 15 dream points to use the luck roll dream point abilitywhen using the Appraise, Craft, or Search skills in relation to

metal or stone.

  Natural Dream Weaving: Trueborn dwarves only have to

expend 15 dream points to use the luck roll dream point ability

when using the Dream Weaving skill in relation to the element of

earth.

  Improved Poison Resistance: Trueborn dwarves only have to

expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus poison.

 Improved Spell Resistance: Trueborn dwarves only have to

expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus spells or spell-like effects.

 Incredible Feat: Trueborn dwarves may expend 5 dream points to gain temporary access to any feat upon the fighter’s

 bonus feat list for which they meet the prerequisites. Trueborn

dwarves may only have one incredible feat at a time and access

to this feat only lasts for one round. A trueborn dwarf must have a

Strength score of at least 10 in order to use this ability. Trueborn

dwarves can also expend 20 dream points to gain access to any

fighter feat (for which the meet the abovementioned criteria) for

one encounter, instead of one round.

  Pragmatic Mind: Trueborn dwarves may apply their Wisdom

modifiers instead of their Charisma modifiers when determining

their dream points.

Trueborn Elves

  Trueborn elves are extraordinarily adroit and clever in their

actions. They have great influence over the element of air while

within the Dream Plane. The aspects trueborn elves frequently

 possess emphasize their eccentric and curious personas.

Trueborn Elven Traits

 Aspect Level: Trueborn elves gain an aspect level from thoselisted later in this chapter. They must meet the requirements

for any aspect they take. Trueborn elves normally take aspect

levels in one of the following aspects: aligned (chaotic, good),

draconic (gold, silver), elemental-born (air, water), fey-blooded

(any), greenheart (any), luminary (radiant), paragon (dexterity,

intelligence, charisma), planar (archon), or totem (cat, eagle,

raven, wolf).

  Greater Dexterity: +2 Dexterity.

Greater Intelligence: +2 Intelligence.

 Improved Racial Skills: Trueborn elves only have to expend

15 dream points to use the luck roll dream point ability when

using the Listen, Spot, or Search skills.

  Natural Dream Weaving: Trueborn elves only have to expend15 dream points to use the luck roll dream point ability when

using the Dream Weaving skill in relation to the element of air.

   Dream Resistance: Trueborn elves lose their immunity to

sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dream

descriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also gain the ability to expend 15 dream points to use the luck rol

dream point ability when making a saving throw versus dream

descriptor spells.

 Improved Enchantment Resistance: Trueborn elves only have

to expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus enchantment.

 Improved Weapon Proficiencies: Trueborn elves gain the

ability to expend 10 dream points to Take 10 on a single attack

roll with longswords, rapiers, longbows (including composite

longbow), and short bow (including composite shortbow). This

 bonus comes from the dream benefits from the trueborn elves’

racial Martial Weapon Proficiency feats. A trueborn elf must have

a Dexterity score of at least 10 in order to use this ability.

  Spell-like Abilities: Trueborn elves can expend 5 dream points

to cast a 0-level spell from wizard’s spell list. A trueborn elf

must have an Intelligence score of at least 10 in order to use this

ability. Caster level 1st; save DC 10 + trueborn elf’s Intelligence

modifier. Trueborn elves also can expend 15 dream points tocast 1st-level spells from the wizard’s spell list. A trueborn elf

must have an Intelligence score of at least 11 in order to use this

ability. Caster level 3rd; save DC 11 + trueborn elf’s Intelligence

modifier.

  Insightful Mind: Trueborn elves may apply their Intelligence

modifier instead of their Charisma modifier when determining

their dream points.

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Trueborn Gnomes

  Trueborn gnomes are surprisingly resilient and possess a

strangely magnetic personality. They, like trueborn dwarves, have

an inborn relationship with the element of earth and the aspects

they normally assume reflect this connection.

Trueborn Gnome Traits

  Aspect Level: Trueborn gnomes gain an aspect level from

those listed later in this chapter. They must meet the requirementsfor any aspect they take. Trueborn gnomes normally take

aspect levels in one of the following aspects: aligned (chaotic,

good, lawful), draconic (brass, bronze, copper), elemental-born

(earth, fire), luminary (radiant, shadowy), paragon (constitution,

intelligence, wisdom), planar (archon, janni), terran (amethyst,

diamond, emerald, ruby, sapphire, or topaz) or totem (bat, badger,

cat, owl).

  Greater Constitution: +2 Constitution.

Greater Charisma: +2 Charisma.

 Improved Racial Skills: Trueborn gnomes only have to expend

15 dream points to use the luck roll dream point ability when

using the Craft (alchemy) and Listen skills.

  Natural Dream Weaving: Trueborn gnomes only have toexpend 15 dream points to use the luck roll dream point ability

when using the Dream Weaving skill in relation to the element of

earth.

  Natural Handle Progeny: Trueborn gnomes only have to

expend 15 dream points to use the luck roll dream point ability

when using the Handle Progeny skill.

 Improved Illusion Resistance: Trueborn gnomes only have to

expend 15 dream points to use the luck roll dream point ability

when making a saving throw versus illusions.

 Ranged Legerdemain: Awakened gnomes only increase the

DC by 10 (instead of 20) when using the ranged legerdemain

dream action for the Sleight of Hand skill. Working at a distance

the awakened gnome cannot take 10 on this check. Any object

to be manipulated must weigh 5 pounds or less. An awakened

gnome must have a Dexterity score of at least 10 in order to use

this ability.

  Spell-like Abilities: Awakened gnomes can expend 5 dream

 points to cast a 0-level spell from the bard’s spell list. An

awakened gnome must have a Charisma score of at least 10 in

order to use this ability. Caster level 1st; save DC 10 + awakened

gnome’s Charisma modifier. Trueborn gnomes also can expend

15 dream points to cast 1st-level spells from the bard’s spell list.

A trueborn gnomes must have an Charisma score of at least 11 in

order to use this ability. Caster level 3rd; save DC 11 + trueborn

gnome’s Charisma modifier.  Inquisitive Mind: Trueborn gnomes may apply their

Intelligence modifier instead of their Charisma modifier when

determining their dream points.

Trueborn Half-Elves

  Trueborn half-elves have the adroitness and air affinity of their

elven blood and daring flexibility of their human kin. They have

a curious charm about them and have a wide range of aspects that

they can acquire over the course of their lives.

Trueborn Half-Elven Traits

 Aspect Level: Trueborn half-elves gain an aspect level from

those listed later in this chapter. They must meet the requirementsfor any aspect they take. Trueborn half-elves normally take aspect

levels in one of the following aspects: aligned (chaotic, good),

draconic (metallic), elemental-born (air, water), fey-blooded

(any), greenheart (any), paragon (any), planar (archon), or totem

(cat, eagle, raven, wolf).

  Greater Dexterity: +2 Dexterity.

Greater Charisma: +2 Charisma.

 Improved Racial Skills: Trueborn half-elves only have to

expend 15 dream points to use the luck roll dream point ability

when using thee Diplomacy and Gather Information skills.

  Natural Dream Weaving: Trueborn gnomes only have to

expend 15 dream points to use the luck roll dream point ability

when using the Dream Weaving skill in relation to the element ofair.

   Dream Resistance: Trueborn half-elves lose their immunity

to sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dream

descriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also gain the ability to expend 15 dream points to use the luck rol

dream point ability when making a saving throw versus dream

descriptor spells.

 Improved Enchantment Resistance: Trueborn half-elves only

have to expend 15 dream points to use the luck roll dream point

ability when making a saving throw versus enchantment.

 Incredible Feats: Trueborn half-elves may expend 5 dream

 points to gain temporary access to any feat for which they

meet the prerequisites. Trueborn half-elves may only have one

incredible feat at a time and access to this feat only lasts for one

round. Trueborn half-elves can also expend 20 dream points to

gain access to any feat (for which the meet the abovementioned

criteria) for one encounter, instead of one round.

   Improved Heroic Surge: Trueborn half-elves only have to

expend 15 dream points to use the heroic surge dream point

ability.

  Versatile Mind: Trueborn half-elves may apply their

Intelligence or Wisdom modifier instead of their Charisma

modifier when determining their dream points. Every time thecharacter gains a new level he may opt to change his dream point

ability modifier.

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Trueborn Half-Orcs

  Trueborn half-orcs have an incredible potency of body and

tenacity of mind. Their aspects are more martial in nature and

reflect their untamed temperament.

Trueborn Half-Orc Traits

 Aspect Level: Trueborn half-orcs gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn half-orcs normally take aspectlevels in one of the following aspects: aberrant (any), aligned

(chaotic), draconic (any), elemental-born (earth, fire), luminary

(shadowy, darkened), paragon (strength, constitution, wisdom),

terran (adamantine, bronze, iron) or totem (bat, lizard, rat, viper).

  Greater Strength: +2 Strength.

Greater Wisdom: +2 Wisdom.

 Improved Racial Skills: Trueborn half-orcs only have to

expend 15 dream points to use the luck roll dream point ability

when using the Climb, Jump, Intimidate, and Swim skills.

  Incredible Feats: Trueborn half-orcs may expend 5 dream

 points to gain temporary access to any feat for which they

meet the prerequisites. Trueborn half-orcs may only have one

incredible feat at a time and access to this feat only lasts for oneround. Trueborn half-orc may only have one incredible feat at

a time and access to this feat only lasts for one round. Trueborn

half-orcs can also expend 20 dream points to gain access to any

feat (for which the meet the abovementioned criteria) for one

encounter, instead of one round.

   Heroic Attack: Trueborn half-orcs only have to expend 15

dream points to use the heroic surge dream point ability when

using it to attack. A trueborn half-orc must have a Strength score

of at least 10 in order to use this ability.

  Resolute Mind: Trueborn half-orcs may apply their Wisdom

modifier instead of their Charisma modifier when determining

their dream points.

Trueborn Halflings

  Trueborn halflings have an unmatched nimbleness of body

and incredible intuition for avoiding misfortune. Water is the

element most associated with trueborn halflings in the Dream

Plane, perhaps reflecting their natural curiosity and wanderlust.

Trueborn halflings typically take upon themselves the more

intriguing and light-hearted aspects as they fit with their

 personality.

Trueborn Halfling Traits

 Aspect Level: Trueborn halflings gain an aspect level fromthose listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn halflings normally take

aspect levels in one of the following aspects: aligned (any),

draconic (metallic [brass, copper]), elemental-born (air, water),

fey-blooded (any), green-heart (any), luminary (any), paragon

(dexterity, wisdom, charisma).

  Greater Dexterity: +2 Dexterity.

Greater Wisdom: +2 Wisdom.

 Improved Racial Skill: Trueborn halflings only have to expend

15 dream points to use the luck roll dream point ability when

using the Climb, Jump, and Move Silently skills.

  Natural Dream Weaving: Trueborn halflings only have to

expend 15 dream points to use the luck roll dream point ability

when using the Dream Weaving skill in relation to the element of

water.

  Avoid Misfortune: Trueborn halflings only have to expend 15

dream points to use the luck roll dream point ability when making

saving throws.

   Heroic Stride: Trueborn halflings only have to expend 15

dream points to use the heroic surge dream point ability when

using it to move. A trueborn halfling must have a Dexterity scoreof at least 10 in order to use this ability.

  Uncanny Throw: Trueborn halflings may expend 5 dream

 points to make any small-sized light weapons they wield into

thrown weapons with a range increment of 10 feet. A light

weapon that already has a range increment increases its range

increment by 5 feet. A trueborn halfling must have a Dexterity

score of at least 10 in order to use this ability.

  Perceptive Mind: Trueborn halflings may apply their Wisdom

modifier instead of their Charisma modifier when determining

their dream points.

Trueborn Humans

  Trueborn humans have a wide range of abilities and are

recognized as the most versatile of all the races. They have

the uncanny ability to adapt to almost any situation. Trueborn

humans have a plethora of possible personas and as such the

aspects they take are just as varied and unpredictable.

Trueborn Human Traits

 Aspect Level: Trueborn humans gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn humans have no list of normal

aspects as they are too varied in nature.

  Greater Physical Ability: +2 to Strength, Dexterity, or

Constitution.

Greater Mental Ability: +2 to Intelligence, Wisdom, or

Charisma.

  Improved Racial Skills: Trueborn humans choose two skills.

Trueborn humans only have to expend 15 dream points to use the

luck roll dream point ability when using the chosen skills.

  Incredible Feats: Trueborn humans may expend 5 dream

 points to gain temporary access to any feat for which they meet

the prerequisites. Trueborn humans may only have one incredible

feat at a time and access to this feat only lasts for one round.

Trueborn humans can also expend 20 dream points to gain access

to any feat (for which the meet the abovementioned criteria) for

one encounter, instead of one round. Improved Heroic Surge: Trueborn humans only have to

expend 15 dream points to use the heroic surge dream point

ability.

  Versatile Mind: Trueborn humans may apply their Intelligence

or Wisdom modifier instead of their Charisma modifier when

determining their dream points. Every time the character gains a

new level he may opt to change his dream point ability modifier.

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Trueborn Racial Trait Guidelines

  At some point in a campaign, both players and GMs may

decide they need to create trueborn characters or creatures

 beyond those covered in this chapter. This sidebar provides a

guideline for determining the trueborn racial traits beyond the

seven core races of the PHB and can also be used to alter the

racial dream traits presented above to fit a GMs own campaign

setting.

  Brainstorming Trueborn Racial Traits: Perhaps the mostdifficult thing to do when determining trueborn racial traits for

creatures not covered in the PHB is to devise a list of racial

concepts that fit the race in question, but are not over powered

when compared to the trueborn racial traits presented in this

chapter. To help with this process use the awakened racial trait

guidelines with the following changes:

  Guideline #2: If the race gains a racial bonus to one or more

of its ability scores or has a particular mental ability score that fits

its persona, list them.

  Balancing the Trueborn Racial Traits: To help narrow

things down, use a credit system whereby 16 to 24 credits

(usually 20) are allotted to each race to help balance the race’s

trueborn racial abilities. These credits are spent according tothe steps laid out in the awakened trait guidelines, but with the

following changes:

  Step #2 (Ability Scores): Look over the ability scores on the

list and determine one physical and one mental ability score that

are most essential to the race. Grant a +2 dream bonus to each

chosen ability score. For each +2 dream bonus to an ability score

subtract 3 credits. If the race chooses subtract an additional credit.

  Step #5 (Other Racial Traits): If credits are still left over

and no other ability scores, skills, or saves seem appropriate for

enhancement, then consider the remainder of creature’s racial

traits and try to come up with an appropriately balanced concept

for an awakened trait, such as the incredible feat trait granted to

half-elves, half-orcs, and humans. For each racial trait expanded

upon subtract 2 to 10 credits depending upon the usefulness of

the ability.

Aspect Levels

  Aspects levels are unique as they not only grant a character

 benefits, but also alter his physical appearance in the Dream

Plane. Typically, aspect levels are reserved for native characters,

though GMs may wish to grant awakened and even slumbering

characters temporary access to them while within the Dream

Plane, though such characters should not normally be allowed

to acquire them when they rise in level. The list of aspects

within this section is not meant to be an exhaustive one, butinstead is a starting point, a guideline that can be used by players

and GMs alike to create their own aspects or modify those

 presented to fit their own campaign. Aspect levels do not count

when determining whether a character has an XP penalty for

multiclassing.

  The extraordinary and supernatural abilities granted by aspect

levels are detailed under their respective descriptions. In addition

to these abilities, the character also typically gains a few spell-

like abilities; treat these as having a caster level equal to his

effective character level. All spell-like abilities require a standard

action to activate and all supernatural abilities are considered free

actions unless otherwise stated.

Aspect bonuses stack.

Additional natural attacks granted by aspect levels are

considered secondary attacks and the damage entries assume the

character is medium-sized. If the character is of smaller or larger

size, alter the damage dealt according to the rules presented in the

DMG, as appropriate. Finally, if a character is granted a natural

attack by an aspect level that he already has, increase the damage

die of the attack by one category as if the character had taken the

Improved Natural Attack feat as presented in the MM.

  Many of the aspect levels grant a character an affinity bonus

on all skill checks when dealing with creatures or objects

associated with their chosen aspect. If a character gains an

affinity bonus via aspect levels he also gain a deficiency penaltywith another type of creature or object chosen by the GM that

applies to all skill checks when dealing with creatures or objects

that are in opposition to the character’s affinity. The following

table provides a good guideline for determining appropriate

deficiencies:

Table 2.9: Affinities and Deficiencies

Affinity Possible Deficiencies*Aberration HumanoidsAlignment (Chaos, Evil,

Good, Lawful)

The opposite alignment

Animal VerminDraconic (Chromatic,

Metallic)

The opposite type of dragon

Elements (Air, Earth,Fire, Water)

Air vs. Earth or Fire vs. Water 

Fey UndeadPlants Vermin

* These are only suggestions the GM should use their own

 judgment when giving a character a deficiency.

  The aspect levels presented below assume the use of the

Dream Point System, but should be easily modified for use

without the system by dropping the Dream Point System specific

skills and any other dream point dependent feature, such as the

 bonus spell templates.

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Aberrant Levels

  Aberrant characters are distorted malformed caricatures of

themselves and peculiar in both psyche and physiology. Creatures

with this aspect rarely have the same concept of reality as others

of their kind and range from eccentric to evil in nature. The

strange and twisted forms aberrants take often reveals an inner

nature, abnormal and warped in character.

Aberrant Level Restrictions: Must not be good. A charactermay only gain aberrant levels in one type of aberration.

  Hit Dice: d8.

  Skill Points at Each Level: 2 + Int modifier.

  Class Skills: The aberrant’s class skills (and the key ability

for each skill) are Bluff (Cha), Concentration (Con), Craft (Int),

Diplomacy (Cha), Disguise (Cha), Dream Weaving (Cha),

Handle Progeny (Cha), Hide (Dex), Intimidate (Cha), Knowledge

(dungeoneering) (Int); Move Silently (Dex), Profession (Wis),

Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and

Weavecraft (Int).

  Weapon and Armor Proficiency: Aberrant characters are

 proficient with all simple weapons and their choice of any exotic

weapon. Aberrant characters are proficient with light armor, butnot with shields.

Table 2.10: The Aberrant

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +0 +0 +0 +2 Aberration affinity, aberrant blooded, lesser aberrant ability,

aberrant caster, aberrant psyche +1, intimidating physiology +22 +1 +0 +0 +3 Aberration ability, aberrant psyche +2, darkvision, intimidating

 physiology +4, +1 Intelligence3 +2 +1 +1 +3 Aberrant psyche +3, improved aberration ability, intimidating

 physiology +6, secondary aberration4 +3 +1 +1 +4 Aberrant psyche +4, greater aberration ability, intimidating

 physiology +8, +1 Intelligence5 +3 +1 +1 +4 Aberrant psyche +5, intimidating physiology +10, superior

aberration ability, tertiary aberration

Aberrant Ability Descriptions

  Aberration Affinity (Ex): An aberrant has insight into the

alien mindset of aberrations and gains an affinity bonus to all

skill checks made in concerns to aberrations equal to his aberrant

level. This understanding of the aberration psyche however

causes an aberrant to suffer in his interactions with humanoids

and as such an aberrant suffers a deficiency penalty equal to his

aberrant level (except Intimidate checks) to all skill checks made

in concerns to humanoids.

  Aberrant Blooded (Ex): For all effects related to race an

aberrant is considered an aberration in addition to his normal

race. This subtype does not override his original creature type,

nor does it grant an aberrant any of the traits normally associated

with the aberration type that are not specifically granted by the

aberrant aspect.

  Aberrant Ability (Ex): At 1st level, an aberrant chooses

one of the following aberrant types: alien anatomy, blindsight,

elongated fingers, extend arms, extra arm, or extra eyes.

  Alien Anatomy (Ex): At 1st level, an aberrant gains a 10%

chance for normal damage to be dealt when a critical hit or sneak

attack is scored by an opponent against the aberrant. This chance

increases to 25% at 2nd level, 50% at 3rd level, 75% at 4th level,

and 100% at 5th level.

  Blindsight (Ex): At 1st level, an aberrant gains blindsight out

to a range of 5 feet, if an aberrant already has blindsight add 5

feet to its range. The blindsight’s range increases by an additional

5 feet every level thereafter, except at 5th level when an aberrant

gains an additional 10 feet.

  Elongated Fingers (Ex): At 1st level, an aberrant gains a

+3 aspect bonus to Climb checks and the Improved Grapple

feat. At 2nd level an aberrant gains a +3 aspect bonus to Climb

checks and a +2 aspect bonus to Grapple checks. At 3rd level, aclimb speed equal to half his normal speed with all the benefits

inherent to having a climb speed. At 4th level an aberrant gains

the improved grab ability, which works on creatures of his size

or smaller. At 5th level, an aberrant gains the constrict special

attack.

  Extended Arms (Ex): At 1st level, an aberrant can make

melee attacks at a range 5 feet longer than normal. For example

a human could make a melee attack up to 10 feet away. For

 purposes of attacks of opportunity, an aberrant is treated as if he

has moved through the area his extended melee attack passes

through. At 3rd level, an aberrant gains a +4 bonus to his AC

against attacks of opportunity caused by his extended melee

attack. At 4th level, an aberrant gains +5 feet to his reach. Thisreplaces all of the previous benefits from this ability. At 5th level,

an aberrant can make melee attacks at a range 5 feet longer than

normal. An aberrant is treated as if he has moved through the area

his extended melee attack passes through

  Extra Arms (Ex): At 1st level, an aberrant gains an extra arm,

which has a –10 penalty to all actions taken with it. At 2nd level

and every five levels thereafter, an aberrant can either decrease

the penalty of an extra arm by 4 or gain another extra arm,

which has a –10 penalty to all actions taken with it. An aberrant

may split the penalty decrease between multiple arms. Having

extra arms makes an aberrant eligible for the Multiattack and

Multiweapon Fighting feats.

  Extra Eyes (Ex): At 1st level, an aberrant gains a +3 aspect

 bonus to Spot and Search checks. At 2nd level, an aberrant canno

 be flanked, except by rogues of at least four levels higher. At 3rd

level, an aberrant gains an additional +3 aspect bonus to Spot and

Search checks. At 4th level, an aberrant cannot be flanked, except

 by rogues of at least eight levels higher. At 5th level, an aberrant

gains an additional +3 aspect bonus to Spot and

Search checks.

  Aberrant Caster (Ex): Aberrant levels count

towards a spellcaster’s caster level when the spells

or spell-like abilities are used upon aberrations

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(including himself) or when the spell cast has the mind-affecting

spell descriptor. An aberrant also gains access to the Frightful

spell template.

  Aberrant Psyche (Ex): At 1st level, an aberrant gains a +1

aspect bonus to Will saves due to his more alien mindset. This

 bonus increases by one for every aberrant level thereafter.

  Intimidating Physiology (Ex): At 1st level, an aberrant gains

a +2 aspect bonus to Intimidate checks due to his more alien

 physiology. This bonus increases by two for every aberrant level

thereafter.  Darkvision (Ex): At 2nd level, an aberrant gains darkvision

60 feet, if an aberrant already has darkvision add 30 feet to its

range.

  Secondary Aberration (Ex): At 3rd level, an aberrant

chooses a lesser aberrant ability from those presented above and

gains its benefits.

  Tertiary Aberration (Ex): At 5th level, an aberrant chooses

another lesser aberrant ability from those presented above and

gains its benefits or improves the secondary aberration so that the

aberrant is treated as 2nd level in that particular aberrant ability.

Aligned Levels

  Aligned characters are born zealots, dedicated to defending

and disseminating a single dominate ethic throughout the cosmos.

They are single-minded in their aims and are committed to seeing

them realized, even if it means their death. Nothing can be more

awe inspiring or disconcerting, then the passion of an aligned for

his chosen cause.

  Aligned Levels Restrictions: A character must have an

alignment appropriate to his chosen aligned aspect (Chaotic,

Good, Evil, or Lawful). If a character ever changes alignments so

that he no longer follows the precepts of his aligned type he loses

access to the powers granted to him via the aligned levels he has

acquired. A character may only gain aligned levels in one type of

alignment.

  Hit Dice: d10.

  Skill Points at Each Level: 2 + Int modifier.

  Class Skills: The aligned class skills (and the key ability for

each skill) are Bluff (Cha), Concentration (Con), Craft (Int),

Diplomacy (Cha), Dream Weaving (Cha), Handle Progeny (Cha),

Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis),

Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Weavecraft

(Int).

  Weapon and Armor Proficiency: Aligned characters are

 proficient with all simple weapons and their choice of any martial

weapon. Aligned characters are proficient with light and medium

armors, and with shields (except tower shields).

Table 2.11: The Aligned

Level Base

AttackBonus

Fort

Save

Ref

Save

Will

Save

Special

1 +1 +0 +0 +2 Alignment affinity, alignment blooded, lesser alignment ability,

aligned caster, alignment protection +12 +2 +0 +0 +3 Alignment ability, unwavering alignment, alignment protection

+2, +1 Wisdom3 +3 +1 +1 +3 Alignment protection +3, alignment strike, improved alignment

ability4 +4 +1 +1 +4 Alignment protection +4, greater alignment ability, +1 Wisdom

5 +5 +1 +1 +4 Alignment protection +5, superior alignment ability

Aligned Ability Descriptions

  Alignment Affinity (Ex): An aligned must choose one of the

following: chaos, evil, good, or lawful. An aligned has insight

into creatures of his chosen alignment type and gain an affinity bonus to all skill checks made in concerns to creatures of that

alignment equal to his aligned level. This affinity however causes

an aligned to have trouble dealing with creatures of the opposing

alignment and causes him to suffer a deficiency penalty equal to

his aligned level (except Intimidate checks) to all skill checks

made in concerns to creatures of his opposing alignment.

  Alignment Blooded (Ex): For all effects related to race an

aligned is considered to have his chosen alignment as a subtype

in addition to his normal race. This subtype does not override

his original creature type, nor does it grant an aligned has any

of the traits normally associated with the subtype that are not

specifically granted by the aligned aspect.

  Alignment Ability (Su): At 1st level, an aligned has choosesan alignment and gains the following benefits depending upon

which alignment the aligned has picked. Spell-like abilities use

twice the aligned level for determining caster level.

  Chaos: At 1st level, an aligned gains the ability to detect

law at will. At 2nd level, an aligned gains smite law (similar to

the paladin’s smite evil ability, but it only works against lawful

creatures) once per day. This ability uses the aligned’s effective

character level to determine its potency. At 3rd level, an aligned

gains the ability to grant allies with the chaotic alignment, which

are within 10 ft. of an aligned the benefits of his alignment

 protection and unwavering alignment abilities. At 4th level, an

aligned gains the smite law ability a second time per day. At

5th level, an aligned gains the ability to call upon the alignment

he serves to grant himself +4 Strength, +2 Will save, and 10

temporary hit points for a number of rounds equal to 3 + his

Wisdom modifier. It is a free action to activate.

  Evil: At 1st level, an aligned gains the ability to detect good  

at will. At 2nd level, an aligned gains smite good (similar to

the paladin’s smite evil ability, but it only works against good

creatures) once per day. This ability uses the aligned’s effective

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character level to determine its potency. At 3rd level, an aligned

gains the ability to grant allies with the evil alignment, which are

within 10 ft. of an aligned the benefits of his alignment protection

and unwavering alignment abilities. At 4th level, an aligned

gains the smite good ability a second time per day. At 5th level,

an aligned gains the ability to call upon the alignment he serves

to grant himself +4 Strength, +2 Will save, and 10 temporary hit

 points for a number of rounds equal to 3 + his Wisdom modifier.

It is a free action to activate.

  Good: At 1st level, an aligned gains the ability to detect evil  

at will. At 2nd level, an aligned gains smite evil ability of the

 paladin of his aligned level once per day. This ability uses the

aligned’s effective character level to determine its potency. At

3rd level, an aligned gains the ability to grant allies with the goodalignment, which are within 10 ft. of an aligned the benefits of

his alignment protection and unwavering alignment abilities. At

4th level, an aligned gains the smite evil ability a second time

 per day. At 5th level, an aligned gains the ability to call upon the

alignment he serves to grant himself +4 Strength, +2 Will save,

and 10 temporary hit points for a number of rounds equal to 3 +

his Wisdom modifier. It is a free action to activate.

  Lawful: At 1st level, an aligned gains the ability to detect

chaos at will. At 2nd level, an aligned gains smite chaos (similar

to the paladin’s smite evil ability, but it only works against

chaotic creatures) once per day. This ability uses the aligned’s

effective character level to determine its potency. At 3rd level,

an aligned gains the ability to grant allies

with the lawful alignment, which are

within 10 ft. of an aligned the benefits of

his alignment protection and unwavering

alignment abilities. At 4th level, an

aligned the gain smite chaos ability a

second time per day. At 5th level, an

aligned gains the ability to call upon the

alignment he serves to grant himself +4

Strength, +2 Will save, and 10 temporaryhit points for a number of rounds equal to

3 + his Wisdom modifier. It is a free action

to activate.

  Aligned Caster (Ex): Aligned levels

count towards a spellcaster’s caster level

when the spells or spell-like abilities are

used on creatures that share the caster’s

chosen alignment (including himself)

or when they have an alignment spell

descriptor that matches the his chosen

alignment. An aligned also gains access to

the Ordered (if lawful), Profane (if evil),

Sacred (if good), or Untamed (if chaotic)spell template.

  Alignment Protection (Su): At

1st level, an aligned gains a +1 aspect

 bonus to AC versus creatures that have

an opposing alignment. An aligned also

gains a +1 aspect bonus on saves versus

the spell-like and supernatural abilities of

creatures of an opposing alignment. This

 bonus increases by one every aligned leve

thereafter.

  Unwavering Alignment (Ex): At

2nd level, an aligned gains a +4 bonus

to saving throws against mind-affecting spells, spell-like, and

supernatural effects that originate from creatures of opposing

alignment.

  Alignment Strike (Su): At 3rd level, his attacks count as

empowered with his alignment for the purposes of damage

reduction. If his attacks are already considered aligned he gains

a +1 aspect bonus to attack and damage rolls against foes of the

opposite alignment.

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Draconic Levels

  Draconics vary in appearance and demeanor as greatly as do

the dragons they emulate. They are filled with immense pride

and afflicted with even greater covetousness for treasures both

 precious in their value and elaborate in their form. Draconics are

quite eccentric in character, but should never be underestimated

in their abilities.

  Draconic Levels Restrictions: Must chose chromatic if eviland metallic if good. Neutral characters may choose one or the

other. A character may only gain draconic levels in one type of

dragon.

  Hit Dice: d10.

  Skill Points at Each Level: 4 + Int modifier.

  Class Skills: The draconic’s class skills (and the key ability

for each skill) are Appraise (Int), Bluff (Cha), Climb (Str),

Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise

(Cha), Dream Weaving (Cha), Handle Progeny (Cha), Hide

(Dex), Intimidate (Cha), Jump (Str), Knowledge (any) (Int),

Move Silently (Dex), Profession (Wis), Search (Int), Sense

Motive (Wis), Speak Language (Int), Spellcraft (Int), Survival

(Wis), Swim (Str), and Weavecraft (Int).  Weapon and Armor Proficiency: Draconic characters are

 proficient with all simple weapons. They are not proficient with

any type of armor or shield.

  Saves: A draconic chooses one of the saving throw types

to have a good progression, while the other two have poor

 progression.

Table 2.12: The Draconic

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +1 See

Text

See

Text

See

Text

Dragon affinity, dragon blooded, dragon hoard, dragon pride, lesser dragon ability,

draconic caster, dragon-scaled +12 +2 See

Text

See

Text

See

Text

Dragon ability, darkvision, +1 Strength

3 +3 See

Text

See

Text

See

Text

Dragon-scaled +2, draconic strike, improved dragon ability

4 +4 See

Text

See

Text

See

Text

Greater dragon ability, +1 Strength

5 +5 See

Text

See

Text

See

Text

Dragon-scaled +3, superior dragon ability

Draconic Ability Descriptions

Dragon Affinity (Ex): A draconic has insight into the hearts

of certain types of dragons and gain an affinity bonus to all skill

checks made in concerns to dragons of either the chromatic or

metallic types equal to his draconic level. This affinity to one type

of dragon however causes a draconic to suffer in his interactions

with its draconic counterparts and as such he suffers a deficiency

 penalty equal to his draconic level (except Intimidate checks) to

all skill checks made in concerns to dragons of the opposite type.

  Dragon Blooded (Ex): For all effects related to race a

draconic is considered a dragon in addition to his normal race.

This subtype does not override his original creature type, nor

does it grant a draconic any of the traits normally

associated with the dragon type that are not

specifically granted by the draconic aspect.

  Dragon Hoard (Ex): A draconic must spend

at least three hours each day examining, tending,

and counting his hoard. This time does not have to be taken all at

once and can be split up during the day. A draconic’s hoard can

 be made up of a mixture of coins, gems, and other items of value,

 but must be at least one-half of the draconic’s total wealth. If

unable to spend time with his hoard a draconic suffers a -1 morale

 penalty to his Strength for each day he has not spent with his

hoard (up to a maximum of a –5 morale penalty to his Strength)

and does not heal normally. The morale penalty to Strength

disappears after the draconic spends at least three hours with

his hoard at which time the draconic will begin to heal normallyagain. Note that objects stolen from a draconic do not count

towards his hoard for purposes of this trait, though the draconic’s

 pride will most likely require him to retrieve it.

  Dragon Pride (Ex): A draconic is loathed to use any weapon,

armor, or item that is not at least masterwork in quality. When

forced to use a non-masterwork weapon a draconic suffers a -2

morale to his attack rolls. When not able to wear masterwork

armor, his armor class suffers a -2 morale penalty armor class.

Finally, a draconic forced to use a non-masterwork item suffers a

-2 morale penalty to any skill checks made with the item.

  A draconic’s pride increases over time with the need to use

magical weapons or armor, though not items, with at least a +1

 bonus at fourth character level. The bonus required by dragon pride increases by a +1 bonus for every four character levels

thereafter. Thus 12th-level draconic character would need a +3

magic weapon or armor in order to not suffer the morale penalty.

  Dragon Ability (Varies): At 1st level, a draconic gains the

following benefits depending upon which type of dragon a

draconic chooses. Spell-like abilities use twice the draconic level

for determining caster level.

  Black: At 1st level, a draconic gains the black dragon’s water

 breathing ability. At 2nd level, a draconic gains immunity toacid. At 3rd level, a draconic gains a breath weapon that creates

a 60-foot line of acid, which deals 6d8 points of acid damage

useable once per day. The Difficulty Class of the breath weapon

is equal to 10 + twice his draconic level + his Constitution

modifier. At 4th level, a draconic gains the spell-like ability to

cast darkness 3 times per day. At 5th level, a draconic gains

one of the following: damage reduction 5/magic, keen senses,

or the ability to mimic a dragon’s frightful presence ability

once per day when they use their breath weapon. If the latter is

chosen, creatures within 60 feet are subject to the effect if they

have fewer HD than the draconic’s effective character level.

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Affected creatures must make a successful Will save (DC 20

+ the draconic’s Charisma modifier) to become unaffected by

the draconic’s frightful presence. Creatures with 4 HD or less,

 become panicked for 4d6 rounds and those with 5 or more HD

 become shaken for 4d6 rounds. Draconics with this ability ignore

the frightful presence of other dragons.

  Blue: At 1st level, a draconic gains the spell-like ability

to cast create/destroy water  3 times per day. At 2nd level, a

draconic gains immunity to electricity. At 3rd level, a draconic

gains a breath weapon that creates a 60-foot line of lightning,which deals 6d8 points of electricity damage useable once per

day. The Difficulty Class of the breath weapon is equal to 10 +

twice his draconic level + his Constitution modifier. At 4th level,

a draconic gains the blue dragon’s sound imitation, though a

draconic can only use it once per day for 1 minute per character

level. At 5th level, a draconic gains one of the following: damage

reduction 5/magic, keen senses, or the ability to mimic a dragon’s

frightful presence ability once per day when they use their breath

weapon. If the latter is chosen, creatures within 60 feet are

subject to the effect if they have fewer HD than the draconic’s

effective character level. Affected creatures must make a

successful Will save (DC 20 + the draconic’s Charisma modifier)

to become unaffected by the draconic’s frightful presence.Creatures with 4 HD or less, become panicked for 4d6 rounds

and those with 5 or more HD become shaken for 4d6 rounds.

Draconics with this ability ignore the frightful presence of other

dragons.

  Brass: At 1st level, a draconic gains the spell-like ability to

cast speak with animals 3 times per day. At 2nd level, a draconic

gains immunity to fire. At 3rd level, a draconic gains a breath

weapon that creates a 60-foot line of fire, which deals 6d8 points

of fire damage useable once per day. The Difficulty Class of the

 breath weapon is equal to 10 + twice his draconic level + his

Constitution modifier. At 4th level, a draconic gains the spell-like

ability to cast endure elements once per day (with a radius of 10

ft. per draconic level). At 5th level, a draconic gains one of thefollowing: damage reduction 5/magic, keen senses, or the option

of using the brass dragon’s secondary breath weapon (cone of

 sleep; Will save or fall become helpless regardless of HD, for

1d6+3 rounds, See Appendix B for details on how sleep effects

work in the Dream Plane) when using his breath weapon attack.

If the later is chosen the draconic still only gains one use of the

 breath weapon, he just has the option to use the cone of sleep for

one, and only one of them.

  Bronze: At 1st level, a draconic gains the bronze dragon’s

water breathing ability. At 2nd level, a draconic gains immunity

to electricity. At 3rd level, a draconic gains a breath weapon that

creates a 60-foot line of lightning, which deals 6d8 points of

electricity damage useable once per day. The Difficulty Class of

the breath weapon is equal to 10 + twice his draconic level + his

Constitution modifier. At 4th level, a draconic gains the bronze

dragon’s alternate form supernatural ability (usable only once per

day). At 5th level, a draconic gains one of the following: damage

reduction 5/magic, keen senses, or the option of using the bronze

dragon’s secondary breath weapon (cone of repulsion; Will save

or be compelled to do nothing but move away from the draconic

for 1d6+3 rounds) when using his breath weapon attack. If the

later is chosen the draconic still only gains one use of the breath

weapon he just has the option to use one or the other.

  Copper: At 1st level, a draconic gains the copper dragon’s

spider climb ability. At 2nd level, a draconic gains immunity to

acid. At 3rd level, a draconic gains a breath weapon that creates

a 60-foot line of acid, which deals 6d8 points of acid damage

useable once per day. The Difficulty Class of the breath weapon

is equal to 10 + twice his draconic level + his Constitution

modifier. At 4th level, a draconic gains the spell-like ability to

cast stone shape twice per day. At 5th level, a draconic gains one

of the following: damage reduction 5/magic, keen senses, or the

option of using the copper dragon’s secondary breath weapon

(cone of slow; Fort save or be slowed for 1d6+3 rounds) whenusing his breath weapon attack. If the later is chosen the draconic

still only gains one use of the breath weapon he just has the

option to use one or the other.

  Gold: At 1st level, a draconic gains the gold dragon’s water

 breathing ability. At 2nd level, a draconic gains immunity to fire.

At 3rd level, a draconic gains a breath weapon that creates a 30-

foot cone of fire, which deals 6d8 points of fire damage useable

once per day. The Difficulty Class of the breath weapon is equal

to 10 + twice his draconic level + his Constitution modifier.

At 4th level, a draconic gains the gold dragon’s alternate form

supernatural ability (usable only once per day). At 5th level, a

draconic gains one of the following: damage reduction 5/magic,

keen senses, or the option of using the gold dragon’s secondary breath weapon (cone of weakness; Fort save or suffer 3 points

of Strength damage) when using his breath weapon attack. If the

later is chosen the draconic still only gains one use of the breath

weapon he just has the option to use one or the other.

  Green: At 1st level, a draconic gains green dragon’s water

 breathing ability. At 2nd level, a draconic gains immunity to

acid. At 3rd level, a draconic gains a breath weapon that creates

a 30-foot cone of corrosive gas, which deals 6d8 points of

acid damage useable once per day. The Difficulty Class of the

 breath weapon is equal to 10 + twice his draconic level + his

Constitution modifier. At 4th level, a draconic gains the spell-

like ability to cast suggestion 3 times per day. At 5th level, a

draconic gains one of the following: damage reduction 5/magic,keen senses, or the ability to mimic a dragon’s frightful presence

ability once per day when they use their breath weapon. If the

latter is chosen, creatures within 60 feet are subject to the effect

if they have fewer HD than the draconic’s effective character

level. Affected creatures must make a successful Will save (DC

20 + the draconic’s Charisma modifier) to become unaffected by

the draconic’s frightful presence. Creatures with 4 HD or less,

 become panicked for 4d6 rounds and those with 5 or more HD

 become shaken for 4d6 rounds. Draconics with this ability ignore

the frightful presence of other dragons.

  Red: At 1st level, a draconic gains the spell-like ability

to locate object  once per day. At 2nd level, a draconic gains

immunity to fire. At 3rd level, a draconic gains a breath weapon

that creates a 30-foot cone of fire, which deals 6d8 points of

fire damage useable once per day. The Difficulty Class of the

 breath weapon is equal to 10 + twice his draconic level + his

Constitution modifier. At 4th level, a draconic gains the spell-

like ability to cast suggestion 3 times per day. At 5th level, a

draconic gains either damage reduction 5/magic or the ability to

mimic a dragon’s frightful presence ability once

 per day when they use their breath weapon. If

the latter is chosen, creatures within 60 feet are

subject to the effect if they have fewer HD than

the draconic’s effective character level. Affected

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creatures must make a

successful Will save (DC 20 + the

draconic’s Charisma modifier) to becomeunaffected by the draconic’s frightful

 presence. Creatures with 4 HD or less, become

 panicked for 4d6 rounds and those with 5 or more

HD become shaken for 4d6 rounds. Draconics with

this ability ignore the frightful presence of other

dragons.

  Silver: At 1st level, a draconic gains the silver

dragon’s cloudwalking ability. At 2nd level, a draconic

gains immunity to cold. At 3rd level, a draconic gains a

 breath weapon that creates a 30-foot cone of cold, which

deals 6d8 points of cold damage useable once per day. The

Difficulty Class of the breath weapon is equal to 10 + twice

his draconic level + his Constitution modifier. At 4th level, a

draconic gains the silver dragon’s alternate form supernatural

ability (usable only once per day). At 5th level, a draconic gains

one of the following: damage reduction 5/magic, keen senses, or

the option of using the sliver dragon’s secondary breath weapon

(cone of paralysis; Fort Save or be paralyzed for 1d6+3 rounds)

when using his breath weapon attack. If the later is chosen the

draconic still only gains one use of the breath

weapon he just has the option to use one or the

other.

  White: At 1st level, a draconic gains the white

dragon’s icewalking ability. At 2nd level,

a draconic gains immunity to cold. At 3rd

level, a draconic gains a breath weapon

that creates a 30-foot cone of cold, which

deals 6d8 points of cold damage useable

once per day. The Difficulty Class of the

 breath weapon is equal to 10 + twice his

draconic level + his Constitution modifier

At 4th level, a draconic gains the spell-like ability to cast fog cloud  3 times per

day. At 5th level, a draconic gains one of

the following: damage reduction 5/magic,

keen senses, or the ability to mimic a dragon’s

frightful presence ability once per day when they

use their breath weapon. If the latter is chosen,

creatures within 60 feet are subject to the effect if they

have fewer HD than the draconic’s effective character

level. Affected creatures must make a successful Will

save (DC 20 + the draconic’s Charisma modifier) to become

unaffected by the draconic’s frightful presence. Creatures with

4 HD or less, become panicked for 4d6 rounds and those with

5 or more HD become shaken for 4d6 rounds. Draconics withthis ability ignore the frightful presence of other dragons.

  Draconic Caster (Ex): Draconic levels count towards a

spellcaster’s caster level when the spells or spell-like abilities

are used on dragons (including himself) or when they have an

elemental spell descriptor that matches the his chosen dragon

type. A draconic also gains access to the Focused spell template.

  Dragon-scaled (Ex): At 1st level, a draconic gains a +1 bonus

to his natural armor. This bonus increases by one for every two

draconic level thereafter (3rd and 5th levels).

  Darkvision (Ex): At 2nd level, a draconic gains darkvision 60

feet, if a draconic already has darkvision add 30 feet to its range.

  Draconic Strike (Ex): At 3rd level, a draconic gains the

natural bite (1d8) and claw (1d6 damage) attacks of a dragon.

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Elemental-born Levels

  Elemental-born take upon themselves the qualities associated

with their chosen element. Air-born creatures are carefree and

quick, while earth-born are practical and plodding. On the other

hand, the fire-born are fierce and fervent when compared to the

water-born’s placid and prudent nature.

  Elemental-born Levels Restrictions: A character may onlygain elemental levels in one type of element.

  Hit Dice: d8.

  Skill Points at Each Level: 2 + Int modifier.

  Class Skills: The elemental-born’s class skills (and the

key ability for each skill) are Concentration (Con), Craft (Int),

Dream Weaving (Cha), Handle Progeny (Cha), Intimidate

(Cha), Knowledge (the planes) (Int), Profession (Wis), Speak

Language (Int), Spellcraft (Int), and Weavecraft (Int). In

addition, elemental-born characters gain bonus class skills from

their choice of element. Air and water elemental characters

gain Diplomacy (Cha) and Sense Motive (Wis). Earth and fire

elemental characters gain Climb (Str) and Jump (Str).

Weapon and Armor Proficiency: Elemental-born charactersare proficient with all simple weapons. Air elementals are

 proficient with all martial piercing weapons. Earth and water

elementals are proficient with all martial bludgeoning weapons.

Fire elementals are proficient with all martial slashing weapons.

They are not proficient with any type of armor or shield.

  Saves: Air and fire elemental characters have good Reflex

saves, while earth and water elemental characters have good

Fortitude saves.

Table 2.13: The Elemental-born

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +0 See

Text

See

Text

+0 Elemental affinity, elemental blooded, elemental weakness, lesser elemental ability,

elemental resilience +12 +1 See

Text

See

Text

+0 Darkvision, elemental ability, elemental immunity, elemental resilience +2, +1 Dexterity

(air, fire) or +1 Strength (earth, water)3 +2 See

Text

See

Text

+1 Elemental breath, elemental resilience +3, improved elemental ability

4 +3 See

Text

See

Text

+1 Elemental resilience +4, greater elemental ability, +1 Dexterity (air, fire) or +1 Strength

(earth, water)5 +3 See

Text

See

Text

+1 Elemental movement, elemental resilience +5, superior elemental ability

Elemental-born Ability Descriptions

  Elemental Affinity (Ex): An elemental-born must choose

one of the following: air, earth, fire, or water. An elemental-

 born has insight into creatures of his chosen elemental type

and gain an affinity bonus to all skill checks made in concerns

to elementals of that type equal to his elemental-born level.

This affinity however causes an elemental-born to have trouble

dealing with elementals of the opposing type and causes him

to suffer a deficiency penalty equal to his elemental-born level

(except Intimidate checks) to all skill checks made in concerns to

opposing elementals.

  Elemental Blooded (Ex): For all effects related to race

an elemental-born is considered to have his chosen elemental

subtype in addition to his normal race. This subtype does not

override his original creature type, nor does it grant an elemental-

 born any of the traits normally associated with his chosen

elemental type that are not specifically granted by the elemental

aspect.

  Elemental Weakness (Ex): An elemental-born gains the

following weaknesses depending upon the element he chose.

   Air (Ex): It has a vulnerability to acid, which means it

takes half again as much (+50%) damage as normal from acid,

regardless of whether a saving throw is allowed, or if the save is a

success or failure.

   Earth (Ex): It has a vulnerability to electricity or sonicdamage, which means it takes half again as much (+50%) damage

as normal from electricity or sonic sources, regardless of whether

a saving throw is allowed, or if the save is a success or failure.

   Fire (Ex): It has a vulnerability to cold, which means it

takes half again as much (+50%) damage as normal from cold,

regardless of whether a saving throw is allowed, or if the save is a

success or failure.

  Water (Ex): It has a vulnerability to fire, which means it

takes half again as much (+50%) damage as normal from fire,

regardless of whether a saving throw is allowed, or if the save is a

success or failure.

  Elemental Ability (Su): At 1st level, an elemental-born gains

the following benefits depending upon which element he chose.  Air (Ex): At 1st level, an elemental-born gains Auran as a

 bonus language and the Improved Initiative feat. At 2nd level,

an elemental-born’s gains a +1 deflection bonus versus ranged

attacks and his unarmed or metallic weapon attacks deal 1 point

of electricity damage on a successful attack. At 3rd level, the

elemental-born gains a +2 deflection bonus to ranged attacks

and his unarmed and metallic weapon attacks deal 1d4 points of

electricity damage. At 4th level, the elemental-born gains a +3

deflection bonus to ranged attacks and his unarmed and metallic

weapon attacks deal 2d4 points of electricity damage. At 5th

level, the elemental-born gains a +4 deflection bonus to ranged

attacks and his unarmed and metallic weapon attacks deal 3d4

 points of electricity damage.

  Earth (Ex): At 1st level, an elemental-born gains Terran as a

 bonus language and the Power Attack feat (even if the elemental-

 born does not have the prerequisites for it). At 2nd level, an

elemental-born’s unarmed or metallic melee weapon attacks

gain a +1 bonus to attack and deal 1 point of extra damage on a

successful attack if both it and its opponent are

touching the ground. At 3rd level, the elemental-

 born’s attack bonus increases to +2 and its

extra damage to 1d4 points. At 4th level, the

elemental-born’s attack bonus increases to +3

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and its extra damage to 2d4 points. At 3rd level, the elemental-

 born’s attack bonus increases to +4 and its extra damage to 3d4

 points.

  Fire (Ex): At 1st level, an elemental-born gains Ignan as a

 bonus language and the Improved Initiative feat. At 2nd level,

an elemental-born’s unarmed or metallic weapon attacks deal

1 point of fire damage on a successful attack. Creatures struck

 by the elemental-born’s unarmed or metallic weapon attacks

must make a Reflex save (DC 10 + fire damage dealt by attack)

or catch fire. Creatures that have caught fire take 1d6 points offire damage immediately. In each subsequent round, the burning

character must make another Reflex saving throw. Failure means

that he takes another 1d6 points of fire damage. Success means

that the fire has gone out and the opponent is no longer on fire.

A character on fire may automatically extinguish the flames by

 jumping into

enough water to

douse himself. If

no body of water

is at hand, rolling

on the ground or

smothering the

fire with cloaks orthe like permits

the character

another save with

a +4 bonus. Those

unlucky enough to

have their clothes

or equipment

catch fire must

make Reflex save

(DC 10 + fire

damage dealt by

attack) for each

item. Flammableitems that fail take

the same amount

of damage as the

character. At 3rd

level, the elemental-born’s unarmed and metallic weapon attacks

deal 1d4 points of fire damage. At 4th level, the elemental-born’s

unarmed and metallic weapon attacks deal 2d4 points of fire

damage. At 5th level, the elemental-born’s unarmed and metallic

weapon attacks deal 3d4 points of fire damage.

  Water (Ex): At 1st level, an elemental-born gains Aquan as a

 bonus language and the Power Attack feat (even if the elemental-

 born does not have the prerequisites for it). At 2nd level, an

elemental-born’s gains a +1 deflection bonus versus melee attacks

and his unarmed or metallic weapon attacks deal 1 point of cold

damage on a successful attack. At 3rd level, the elemental-born

gains a +2 deflection bonus to melee attacks and his unarmed

and metallic weapon attacks deal 1d4 points of cold damage.

At 4th level, the elemental-born gains a +3 deflection bonus

to melee attacks and his unarmed and metallic weapon attacks

deal 2d4 points of cold damage. At 5th level,

the elemental-born gains a +4 deflection bonus

to melee attacks and his unarmed and metallic

weapon attacks deal 3d4 points of cold damage.

  Elemental Resilience (Ex): At 1st level, an elemental-

 born gains a +1 aspect bonus to saves involving poison, sleep,

 paralysis, and stunning effects, due to his elemental birthright.

This bonus increases by one for every elemental-born level

thereafter.

  Elemental Caster (Ex): Elemental-born levels count towards

a spellcaster’s caster level when the spells or spell-like abilities

are used on elementals (including himself) or when they have an

elemental spell descriptor that matches the his chosen elemental

type. Air also applies their elemental-born levels towardselectricity spells, while earth does the same with acid spells, and

water with cold spells. An elemental-born also gains access to

an Intensify (Energy) spell template that corresponds with their

elemental type.

  Darkvision (Ex): At 2nd level, an elemental-born gains

darkvision 60 feet,

if an elemental-

 born already has

darkvision add 30

feet to its range.

  Elemental

Immunity (Ex): 

At 2nd level, anelemental-born

gains immunity

to a particular

energy depending

upon his chosen

elemental type: Air

(electricity), earth

(acid), fire (fire),

and water (cold).

Elemental

Breath (Su): 

At 3rd level, an

elemental-borngains the ability

to breath a 30-foot

cone of elemental

energy depending

upon the elemental type an elemental-born has chosen: air

(electricity), earth (acid), fire (fire), or water (cold). An elemental

 born can use this ability once per day and it deals 6d8 points

of damage (Reflex save DC 10 + 1/2 his HD + his Constitution

modifier to suffer half damage).

Elemental Movement (Ex): At 5th level, an elemental-

 born gains a new mode of travel depending upon his chosen

element. Air grants an elemental-born a 30 ft. fly speed with

good maneuverability, earth grants elemental-born the earth glide

ability of an earth elemental, fire grants +10 ft. aspect bonus to

 base speed, and water grants a 30 ft. swim speed.

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Fey-blooded Levels

  Fey-blooded are free spirits full of wanderlust and constantly

seeking to fulfill their fancies and whims. They can be fast friends

or devious enemies with a luck that saves the former and ruins

the later.

Fey-blooded Levels Restrictions: A character may only gain

fey-blooded levels in one type of fey.

  Hit Dice: d6.  Skill Points at Each Level: 4 + Int modifier.

  Class Skills: The fey-blooded’s class skills (and the key

ability for each skill) are Bluff (Cha), Concentration (Con),

Craft (Int), Dream Weaving (Cha), Escape Artist (Dex),

Gather Information (Cha), Handle Progeny (Cha), Hide (Dex),

Knowledge (geography), Knowledge (history), Knowledge

(local), Knowledge (nature) (Int), Listen (Wis), Move Silently

(Dex), Perform (Cha), Profession (Wis), Search (Int), Sense

Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Swim

(Str), and Weavecraft (Int).

  Weapon and Armor Proficiency: Fey-blooded characters are

 proficient with all simple weapons. They are not proficient with

any type of armor or shield.

Table 2.14: The Fey-blooded

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +0 +0 +2 +2 Fey affinity, fey blooded, lesser fey ability, fey caster, fey quickness +1

2 +1 +0 +3 +3 Fey ability, fey’s luck (1/day), low-light vision, +1 Dexterity (bat winged, gossamer

winged, invisible, jinx, or lucky) or +1 Charisma (beautiful, charming, or fey-eyed)

3 +1 +1 +3 +3 Improved fey ability, spell resistance; fey quickness +2

4 +2 +1 +4 +4 Fey’s luck (2/day), greater fey ability, +1 Dexterity (bat winged, gossamer winged,

invisible, jinx, or lucky) or +1 Charisma (beautiful, charming, or fey-eyed)

5 +2 +1 +4 +4 Damage reduction 5/cold iron, fey quickness +3, superior fey ability

Fey-blooded Ability Descriptions

  Fey Affinity (Ex): A fey-blooded has insight into fey and gain

an affinity bonus to all skill checks made in concerns to fey equal

to his fey-blooded level. This understanding of the fey however

causes a fey-blooded to suffer in his interactions with undead and

as such he suffers a deficiency penalty equal to his fey-blooded

level (except Intimidate checks) to all skill checks made in

concerns to undead.

  Fey Blooded (Ex): For all effects related to race a fey-

 blooded is considered a fey in addition to his normal race. This

subtype does not override his original creature type, nor does it

grant a fey-blooded any of the traits normally associated with

the fey type that are not specifically granted by the fey-blooded

aspect.

  Fey Ability (Varies): At 1st level, a fey-blooded chooses

one of the following fey types: bat winged (must not be good),

 beautiful, charming, fey-eyed, gossamer winged (must not be

evil), invisible, jinx (must not be good), or lucky (must not be

evil).

  Bat Winged: A fey-blooded gains a 20 ft. fly speed at average

maneuverability. At 2nd level, a fey-blooded gains the Flyby

Attack feat for free. At 3rd level, his fly speed increases to a 40 ft

 base. At 4th level, his maneuverability increases to good. At 5th

level, his fly speed increases to a 60 ft. base.

  Beautiful: A fey-blooded gains the ability take 10 on

Diplomacy and Perform checks even if stress and distractions

would normally prevent him from doing so. At 2nd level, a fey-

 blooded gains a +1 aspect bonus to Charisma. At 3rd level, a fey-

 blooded gains the nymph’s stunning glance supernatural ability.

This ability can only be activated once per day as a standard

action and has a Will save (DC 10 + twice the fey-blooded’s level+ his charisma modifier). This ability can only be activated once

 per day for one round and has a Fortitude save (DC 10 + one half

his hit dice + his charisma modifier). At 4th level, a fey-blooded

gains a +1 aspect bonus to Charisma. At 5th level, a fey-blooded

gains the nymph’s blinding beauty supernatural ability. This

ability can only be activated once per day for one round and has a

Will save (DC 10 + twice the fey-blooded’s level + his charisma

modifier).

  Charming: A fey-blooded gains the ability take 10 on Bluff

and Diplomacy checks even if stress and distractions would

normally prevent him from doing so. At 2nd level, a fey-blooded

gains a +1 aspect bonus to Charisma. At 3rd level, a fey-blooded

gains the spell-like ability to cast charm monster once per day. At

4th level, a fey-blooded gains a +1 aspect bonus to Charisma. At

5th level, a fey-blooded gains the ability to cast charm monster

up to three times per day.

 Fey-eyed: A fey-blooded gains the ability take 10 on Sense

Motive and Spot checks even if stress and distractions would

normally prevent him from doing so. At 2nd level, a fey-

 blooded gains a +3 aspect bonus to Search and Spot. At 3rd

level, a fey-blooded is entitled to make a Search check if a fey-

 blooded passes within 5 feet of a secret or concealed door as if

he were actively looking for it. If the fey-blooded already hasthis ability he gains a +5 aspect bonus to Search checks to find

secret and concealed doors. At 4th level, a fey-blooded gains the

supernatural ability to see invisible objects and creatures as per

the see invisibility spell. At 5th level, a fey-blooded gains the

spell-like ability to cast true seeing  once per day.

  Gossamer Winged: A fey-blooded gains a 20 ft. fly speed

at average maneuverability. At 2nd level, a fey-blooded gains

the Hover feat for free. At 3rd level, his fly

speed increases to a 40 ft. base. At 4th level, his

maneuverability increases to good. At 5th level,

his fly speed increases to a 60 ft. base.

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  Invisible: A fey-blooded gains the ability take 10 on Hide

and Move Silently checks even if stress and distractions would

normally prevent him from doing so. At 2nd level, a fey-blooded

gains the spell-like ability to turn invisible as per the invisibility 

spell once per day. At 3rd level, a fey-blooded gains the ability

to cast invisibility on himself up to three times per day. At 4th

level, a fey-blooded gains the spell-like ability to turn invisible as

 per the greater invisibility spell once per day. At 5th level, a fey-

 blooded gains the ability to cast greater invisibility on himself up

to three times per day.

  Jinx: A fey-blooded gains the ability to apply a -4 aspect

 penalty once per day to any one attack roll, skill check, Reflexsaving throw his opponent makes before the results are known.

At 2nd level, a fey-blooded may once per day apply a -8 aspect

 penalty to any one attack roll, skill check, or saving throw his

opponent makes before the results are known, this is in addition

to any previous jinx abilities. At 3rd level, a fey-blooded gains

the ability once per day to declare an attack roll, skill check, or

Reflex saving throw fallible and treat it as if his opponent rolled

a 1. A fey-blooded must do this before his opponent rolls and it

does not affect any roll that does not determine the success or

failure of an action. At 4th level, a fey-blooded may once per day

apply a -12 aspect penalty to any one attack roll, skill check, or

saving throw his opponent makes before the results are known,

this is in addition to any previous jinx abilities. At 5th level, afey-blooded gains a second use of the fallible action ability.

  Lucky: A fey-blooded gains the ability to apply a +2 aspect

 bonus once per day to any one attack roll, skill check, Reflex

saving throw a fey-blooded makes after the results are known.

At 2nd level, a fey-blooded may once per day apply a +4 aspect

 bonus to any one attack roll, skill check, or saving throw he

makes after the results are known, this is in

addition to any previous lucky abilities. At 3rd

level, a fey-blooded gains the ability once per

day to declare an attack roll, skill check, or

Reflex saving throw infallible and treat it as

if he rolled a 20. A fey-blooded must

do this before rolling and it does not

affect any roll that does not determine

the success or failure of an action. At

4th level, a fey-blooded may once per

day apply a +6 aspect bonus to any one

attack roll, skill check, or saving throw

he makes after the results are known,

this is in addition to any previous lucky

abilities. At 5th level, a fey-bloodedgains a second use of the infallible

action ability.

  Fey Caster (Ex): Fey-blooded levels

count towards a spellcaster’s caster leve

when the spells or spell-like abilities

are used on fey (including himself) or

when they have the mind-affecting spell

descriptor. A fey-blooded also gains

access to the Untamed spell template.

  Fey Quickness (Ex): At 1st level, a

fey-blooded gains a +1 aspect bonus to

Initiative and AC. The AC bonus is lost

whenever the fey-blooded ever losestheir dexterity bonus.

The bonus increases by one every other

fey-blooded level thereafter (3rd and 5th levels).

  Fey’s Luck (Su): At 2nd level, a fey-blooded can, once per

day, reroll any attack roll, saving throw, or ability or skill check

he has just made with a +2 circumstance bonus. The fey-blooded

must keep the second result.

  At 4th level, a fey-blooded can use this ability a second time

 per day, but not on the same roll.

  Lowlight Vision (Ex): At 2nd level, a fey-blooded gains

low-light vision, if a fey-blooded already have low-light vision

increase the benefits it grants by one half.

  Spell Resistance (Su): At 3rd level, a fey-blooded gains spellresistance equal to 11 + twice his fey-blooded levels. If a fey-

 blooded already has spell resistance increase his spell resistance

 by the number of fey-blooded levels he has.

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Green-heart Levels

  Green-hearts have a close connection to the earth and all

things that grow. They have an organic mind and are adaptive to

their environment, but can be impassive to the plight of others.

  Green-heart Levels Restrictions: A character must be one

of the following alignments to choose green-heart levels: chaotic

neutral, lawful neutral, neutral evil, neutral good, or true neutral.

A character may only gain greenheart levels in one type of plant.  Hit Dice: d8.

  Skill Points at Each Level: 2 + Int modifier.

  Class Skills: The green-heart’s class skills (and the key ability

for each skill) are Climb (Str), Concentration (Con), Craft (Int),

Dream Weaving (Cha), Handle Progeny (Cha), Hide (Dex),

Knowledge (geography) (Int), Knowledge (nature) (Int), Move

Silently (Dex), Profession (Wis), Spellcraft (Int), Survival (Wis),

Use Rope (Dex), and Weavecraft (Int).

  Weapon and Armor Proficiency: Green-heart characters are

 proficient with all simple weapons. They are not proficient with

any type of armor or shield.

Table 2.15: The Green-heartLevel Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +0 +2 +0 +0 1st green body, green affinity, green blooded, lesser green ability, green caster, green-

mind +1, natural armor +12 +1 +3 +0 +0 2nd green body, green ability, green-mind +2, low-light, +1 Wisdom

3 +2 +3 +1 +1 3rd green body, green-mind +3, improved green ability, natural armor +2, greater

woodland stride4 +3 +4 +1 +1 4th green body, greater green ability, green-mind +4, +1 Wisdom

5 +3 +4 +1 +1 5th green body, damage reduction 5/slashing, green-mind +5; natural armor +3, superior

green ability

Green-heart Ability Descriptions  Green Affinity (Ex): A green-heart has insight into plants

and gain an affinity bonus to all skill checks made in concerns

to plants equal to his green-heart level. This understanding of

 plants however causes a green-heart to suffer in his interactions

with vermin and as such he suffers a deficiency penalty to all skill

checks made in concerns to vermin equal to his green-heart level,

except Intimidate checks.

  Green Blooded (Ex): For all effects related to race a

greenheart is considered a plant in addition to his normal race.

This subtype does not override his original creature type, nor

does it grant a green-heart any of the traits normally associated

with the plant type that are not specifically granted by the green-

heart aspect.

  Green Ability (Varies): At 1st level, a green-heart chooses

one of the following plant types: fungus, tree, vegetative, or vine.

  Fungus: A green-heart gains a 10% chance for normal damage

to be dealt when a critical hit or sneak attack is scored by an

opponent against him. This chance increases to 25% at 2nd level,

50% at 3rd level, 75% at 4th level, and 100% at 5th level.

  Tree: A green-heart gains the spell-like ability to cast

 shillelagh once per day. At 2nd level, a green-heart gains the

spell-like ability to cast tree shape or warp wood  once per day.

At 3rd level, a green-heart gains damage reduction 5/slashing. At

4th level, a green-heart gains a slam attack (1d6). At 5th level, his

slam attack deals double damage against objects.

  Vegetative: A green-heart gains electricity resistance 5. At 2nd

level, his electricity resistance to 10 and gain fire resistance 5.

At 3rd level, a green-heart gains a +3 aspect bonus to Hide and

Survival checks in swampy and forested areas. At 4th level, his

electricity resistance increases to 15 and fire resistance to 10.

At 5th level, his electricity resistance increases to 25 and fire

resistance to 15.

  Vine: A green-heart gains the spell-like ability to entangle 

once per day. At 2nd level, a green-heart gains cold and fireresistance 5. At 3rd level, a green-heart gains the improved grab

ability. At 4th level his cold and fire resistance increase to 10. At

5th level, a green-heart gains the constrict special attack.

  Green Caster (Ex): Green-heart levels count towards a

spellcaster’s caster level when the spells or spell-like abilities are

used on plants (including himself) or when they have the earth

or water spell descriptors. A green-heart also gains access to the

Revitalizing spell templates.

  Green-mind (Ex): At 1st level, a green-heart gains a +1

aspect bonus to saves involving mind-affecting effects. This

 bonus increases by one for every green-heart level.

  Green-body (Ex): At 1st level and every level thereaftera green-heart, chooses one of the following to be immune to:

 poison, sleep, paralysis, stunning, or polymorph effects.

  Lowlight Vision (Ex): At 2nd level, a green-heart gains

low-light vision, if a green-heart already have low-light vision

increase the benefits it grants by one half.

  Greater Woodland Stride (Ex): Starting at 3rd level, a

greenheart may move through any sort of undergrowth (such as

natural thorns, briars, overgrown areas, and similar terrain) at his

normal speed and without taking damage or suffering any other

impairment.

  Unlike, normal woodland stride, a green-heart can move

through enchanted and magically manipulated thorns, briars, and

overgrown areas without taking damage or suffering any other

impairment.

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Luminary Levels

  Luminaries range from personifications of darkness to heralds

of the light. They can be shadowy figures as well, but each has

a heart to match their appearance. The darkened are void of

love, whereas the radiants are constant in their devotions. The

shadowed straddle the line between the two.

  Luminary Levels Restrictions: Must chose darkened or

shadowed if evil and radiant or shadowed if good. Neutralcharacters may choose any luminary type. A character may only

gain luminary levels in one type of illumination.

  Hit Dice: d8.

  Skill Points at Each Level: 2 + Int modifier.

  Class Skills: The luminary’s class skills (and the key ability

for each skill) are Concentration (Con), Craft (Int), Dream

Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha),

Listen (Wis), Profession (Wis), Spellcraft (Int), Spot (Wis), and

Weavecraft (Int). In addition, luminary characters gain bonus

class skills from their choice of element. Darkened and shadowed

characters gain Bluff (Cha), Disguise (Dex), Hide (Dex), and

Sleight of Hand (Dex). Radiant characters gain Diplomacy (Cha),

Gather Information (Cha), Search (Int), and Sense Motive (Wis).  Weapon and Armor Proficiency: Luminary characters are

 proficient with all simple weapons. Luminary characters are

 proficient with light armor, but not with shields.

Table 2.16: The Luminary

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +0 +0 +0 +2 1st luminary talent, control luminosity (1/day), lesser luminary ability, luminous caster

2 +1 +0 +0 +3 2nd luminary talent, control luminosity (2/day), favored illumination +2, luminary ability,

+1 Dexterity (darkened or shadowed) or +1 Charisma (radiant)3 +2 +1 +1 +3 3rd luminary talent, control luminosity (3/day), improved luminary ability, intensify aura

(1/day)4 +3 +1 +1 +4 4th luminary talent, control luminosity (4/day), favored illumination +4, greater luminary

ability, intensify aura (2/day), +1 Dexterity (darkened or shadowed) or +1 Charisma

(radiant)5 +3 +1 +1 +4 5th luminary talent, control luminosity (5/day), focus luminosity, intensify aura (3/day),

superior luminary ability

Luminary Ability Descriptions

  Luminary Ability (Varies): At 1st level, a luminary chooses

one of the following luminary types: darkened, radiant, or

shadowed. Note that the highest level luminary’s aura takes

 precedence and that luminaries of equal luminary level cancel

out each other’s auras resulting in the natural lighting conditions

 prevailing.

  Darkened: A luminary gains darkvision 60 feet, if a luminary

already has darkvision add 30 feet to its range. A luminary also

suffers a –1 circumstance penalty to all attack rolls, saves and

checks while operating in bright light. At 2nd level, a luminary

gains a supernatural aura of darkness, which grants a luminary

concealment (20% miss chance). The luminary is not affected by

the concealment caused by his own aura. He may also suppress

his aura at will as a free action. At 3rd level, his

aura can be extended out to a radius of 15 feet

as a free action. At 4th level, a luminary can

increase the strength of the aura to provide total

concealment (50% miss chance) as a standard

action for one round. The luminary is not affected by the

concealment caused by his own aura. At 5th level, his aura can be

extended up to a radius of 30 feet as a free action.

  Radiant: A luminary gains low-light vision, if a luminary

already has low-light vision increase the benefits it grants by

one half. At 2nd level, a supernatural aura of light surrounds a

luminary in a 20-foot radius and discomforts and pains those

that are sensitive to bright light. He may suppress his aura at will

as a free action. At 3rd level, his aura can be extended out to a

radius of 40 feet as a free action. At 4th level, a luminary can asa standard action make his aura dazzle those within its area who

fail a Fortitude save (DC 10 + luminary levels + his Charisma

modifier), except himself. At 5th level, his aura can be extended

up to a radius of 60 feet as a free action.

  Shadowed: A luminary gains low-light vision, if a luminary

already has low-light vision increase the benefits it grants by

one half. At 2nd level, a luminary gains a supernatural aura

of shadow, which grants a luminary concealment (20% miss

chance). The luminary is not affected by the concealment caused

 by his own aura. He may also suppress his aura at will as a free

action. At 3rd level, his aura can be extended out to a radius of

15 feet as a free action. At 4th level, a luminary gains the ability

to displace himself within his aura as per the displacement  spellas a standard action for one round. At 5th level, his aura can be

extended up to a radius of 30 feet as a free action.

  Control Luminosity (Sp): At 1st level, a luminary gains one

of the following spell-like abilities depending upon his luminary

type. A luminary gains an additional use of these spell-like

abilities every luminary level thereafter.

  Darkened: A luminary gains the ability to cast the darkness 

spell.

  Radiant: A luminary gains the ability to cast the daylight  spell  Shadowed: A luminary gains the ability to cast the greater

invisibility spell (is considered to have the darkness descriptor

and only works in shadowed areas; is immediately dispelled if

luminary enters an area of total darkness or bright light).

  Luminous Caster (Ex): Luminary levels count towards a

spellcaster’s caster level when the spells or spell-like abilities are

cast on himself. Radiant luminaries also apply their level towards

spells with the light descriptor and darkened and shadowed

luminaries toward spells with the darkness descriptor. A luminary

also gains access to the Obscuring (if darkened or shadowed) or

Brilliant (if radiant) spell template.

  Luminary Talent (Ex): At 1st level, a luminary gains a +2

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aspect bonus to a skill

that appears on his

luminary class skill

list. At every luminary

level thereafter (2nd,

3rd, 4th, and 5th

levels), the luminary

character may select an

additional skill from

those on his luminaryclass list to grant a +2

aspect bonus to. In

addition, at each such

interval, the bonus to

one skill (including the

one just selected, if so

desired) increases by 2.

  Favored

Illumination (Ex): At

2nd level, a luminary

gains a +2 aspect

 bonus to all attack

rolls, saves, and checkswhile within an area

that has a natural

illumination, which

corresponds with his

chosen luminary type.

If darkened, a luminary

gains the bonus when

in total darkness. If

radiant, a luminary

gains the bonus while

within bright light. If

shadowed, a luminary

gains the benefit whilewithin shadow.

  The illumination

must be natural and not

caused by any spell-

like or supernatural

effect. At 4th level, this

 bonus increases to +4.

  Intensify Aura

(Su): At 3rd level, once

 per day a luminary

gains the ability to

double his aura’s

maximum size for one

minute. At 4th and

5th levels, a luminary

gains the ability to do

this an additional time

 per day.

  Focus Luminosity

(Sp): At 5th level, a luminary gains one of the following spell-

like abilities depending upon his luminary type.

 Darkened: A luminary gains the ability to cast an extended

deeper darkness spell once per day.

  Radiant: A luminary gains the ability to cast an

enlarged searing light  spell once per day.

  Shadowed: A luminary gains the ability to cast

the shadow conjuration spell once per day (is

considered to have the darkness descriptor).

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Paragon Levels

  Paragons are the exemplars of the physical and mental traits

of all creatures. They are amplified in their abilities and in the

 personalities associated with each. One can often tell when a

 paragon walks into the room as an aura of ability surrounds them

and fills them and their allies with confidence.

Paragon Levels Restrictions: Must have at least a 13 or betterin the ability score a character wishes to be a paragon for. A

character may only gain paragon levels in one type of ability.

  Hit Dice: Paragons of Constitution gain d12 hit points

 per level, paragons of Strength gain d10 hit points per level,

 paragons of Dexterity and Wisdom gain d8 hit points per level,

and paragons of Intelligence and Charisma gain d6 hit points per

level.

  Skill Points at Each Level: Paragons of Intelligence and

Charisma gain 8 + Int modifier skill points per level, paragons

of Dexterity and Wisdom gain 4 + Int modifier skill points per

 per level, and paragons of Strength and Constitution gain 2+ Int

modifier skill points per level.

  Class Skills: The paragon’s class skills (and the key ability for

each skill) are Concentration (Con), Craft (Int), Dream Weaving

(Cha), Handle Progeny (Cha), Intimidate (Cha), Knowledge

(see below) (Int), Profession (Wis), Spellcraft (Int), and

Weavecraft (Int). Paragons treat all skills based on their chosen

ability as class skills, in addition Wisdom treats Knowledge

(dungeoneering, geography, nature, and religion) as class skills

and Charisma treats (local, nobility and royalty) as class skills.

  Weapon and Armor Proficiency: Paragon characters are

 proficient with all simple weapons. They are not proficient

with any type of armor or shield. Paragons of Strength are

 proficient with all martial melee weapons. Paragons of Dexterity

are proficient with all martial ranged weapons. Paragons of

Constitution and Wisdom are proficient with light and medium

armor, but not shields.

  Base Attack Bonus: Paragons of Strength and Dexterity have

good base attack bonus progression. Paragons of Constitution

and Wisdom have average base attack bonus progression. Finally,

 paragons of Intelligence and Charisma have poor base attack

 bonus progression.

  Saves: Paragons of Strength and Constitution

have good Fortitude saves. Paragons of

Dexterity have good Reflex saves. Finally,

 paragons of Intelligence, Wisdom, and Charisma

have good Will saves.

Table 2.17: The Paragon

Level BaseAttack

Bonus

FortSave

RefSave

WillSave

Special

1 See

Text

See

Text

See

Text

See

Text

Ability boost (1/day), ability guidance (1/day), lesser paragon ability; paragon caster

2 See

Text

See

Text

See

Text

See

Text

Ability boost (2/day), paragon ability, +1 to chosen ability score

3 See

Text

See

Text

See

Text

See

Text

Ability boost (3/day), ability guidance (2/day), aura of ability (1/day), improved paragon

ability4 See

Text

See

Text

See

Text

See

Text

Ability boost (4/day), greater paragon ability, +1 to chosen ability score

5 See

Text

See

Text

See

Text

See

Text

Ability boost (5/day), ability guidance (3/day), aura of ability (2/day), superior paragon

ability

Paragon Ability Descriptions  Paragon Ability (Ex): At 1st level, a paragon chooses one of

the following paragon types: Strength, Dexterity, Constitution,

Intelligence, Wisdom, or Charisma.

  Strength: At 1st, 3rd, and 5th levels, a paragon gains a +2

aspect bonus to all Climb, Jump, and Swim checks, and have

an effective increase to his Strength of two when determining

carrying capacity. At 2nd and 4th levels, a paragon gains a +1

aspect bonus to all melee and damage rolls and Strength and

grapple checks.

  Dexterity: At 1st, 3rd, and 5th level a paragon gains a +1

aspect bonus to Initiative and Reflex saves and a 5 feet aspect

 bonus increase to base speed. At 2nd level and 4th level, a

 paragon gains a +1 dodge bonus to AC and a +2 aspect bonus toany two Dexterity based skill.

  Constitution: At 1st level, a paragon gains one extra hit

 point per character level. At 2nd level and every level thereafter

a paragon gains a +1 aspect bonus to Fortitude saves and the

toughness feat.

 Intelligence: At 1st level and every two levels thereafter (3rd

and 5th levels) a paragon gains a +1 aspect bonus to Intelligence.

At 2nd and 4th level a paragon gains a +2 aspect bonus to any

three Intelligence based skills.

  Wisdom: At 1st level and every two levels thereafter (3rd and

5th levels) a paragon gains a +1 aspect bonus to Wisdom. At 2nd

and 4th level a paragon gains a +1 aspect bonus to Will saves and

a +2 aspect bonus to any two Wisdom based skills.

  Charisma: At 1st level and every two levels thereafter (3rd

and 5th levels) a paragon gains a +1 aspect bonus to Charisma. A

2nd and 4th level a paragon gains a +2 aspect bonus to any three

Charisma based skills.

  Paragon Caster (Ex): Paragon levels count towards a

spellcaster’s caster level when the spells or spell-like abilities are

cast on himself. Paragons of Strength also count their paragon

levels toward spells with the fire and force descriptors. Paragons

of Dexterity count their paragon levels toward spells with the

air and water descriptors. Paragons of Constitution count their

 paragon levels toward spells with the earth and force descriptors.

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Paragons of Intelligence, Wisdom, and Charisma count their

 paragon levels toward spells with the mind-affecting descriptor. A

 paragon also gains access to the Countering (if Intelligent), Lucky

(if Charisma), Seeker (if Dexterity), Reinforced (Constitution),

Revitalizing (if Wisdom), or Stunning (if Strength) spell template.

  Ability Boost (Su): At 1st level and every level thereafter,

a paragon gains the supernatural ability to grant himself, once

 per day, an enhancement bonus to his ability score equal to his

 paragon level for a number of rounds equal to 3 + his newly

improved chosen ability modifier. After this boost ends a paragon becomes fatigued for the duration of the current encounter.

  Ability Guidance (Su): At 1st level and every two levels

thereafter (3rd and 5th levels), a paragon gains the supernatural

ability to re-roll any roll a paragon has just made that is related to

his chosen ability score (except attack or damage rolls) with a +2

circumstance bonus. The paragon must keep the second result.

  Aura of Ability (Su): At 3rd level, a paragon gains the ability

to grant allies within 10 feet of him an aspect bonus to their

corresponding ability score once per day equal to his ability

modifier for one minute per paragon level.

  At 5th level, a paragon gains an additional use of this ability.

Planar Levels

  Planars take their forms in reflection of the planar creatures

they most identify with. The good take upon themselves the

aspects of the archon and become beacons of light and truth,

while the evil take upon themselves the traits of demons and

devils and foster malice wherever they go. Those with a neutral

 bent find themselves allied with the shape of the janni. All are

strong in their beliefs and true to themselves.

  Planar Levels Restrictions: A character must be good

alignment to choose archon. A character must be chaotic evil tochoose demon. A character must be lawful evil to choose devils.

A character must be one of the following alignments to choose

 janni: chaotic neutral, lawful neutral, neutral evil, neutral good, or

true neutral. A character may only gain planar levels in one type

of outsider.

  Hit Dice: d8.

  Skill Points at Each Level: 4 + Int modifier.

  Class Skills: The planar’s class skills (and the key ability

for each skill) are Concentration (Con), Craft (Int), Diplomacy

(Cha), Dream Weaving (Cha), Handle Progeny (Cha), Hide

(Dex), Intimidate (Cha), Move Silently (Dex), Profession (Wis),

Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis),

Table 2.18: The Planar

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +1 +2 +0 +2 Planar affinity, planar blooded, lesser planar ability, planar caster, planar manifestation

(1/day)2 +2 +3 +0 +3 Darkvision, planar ability, planar manifestation (2/day), +1 Intelligence (demon or janni)

or +1 Charisma (archon or devil)3 +3 +3 +1 +3 Improved planar ability, planar manifestation (3/day)

4 +4 +4 +1 +4 Greater planar ability, planar manifestation (4/day); +1 Intelligence (demon or janni) or

+1 Charisma (archon or devil)5 +5 +4 +1 +4 Planar manifestation (5/day), planar protection, superior planar ability

Survival (Wis), and Weavecraft (Int). In addition, elemental-born

characters gain bonus class skills from their choice of element.

Archon characters gain Heal (Wis), Listen (Wis), and Spot (Wis).

Demon and devil characters gain Bluff (Cha) and Disguise (Cha),

Knowledge (any) (Int). Janni characters gain Appraise (Int),

Escape Artist (Dex), Ride (Dex), and Use Rope (Dex).

  Weapon and Armor Proficiency: Planar characters are

 proficient with all simple weapons and their choice of any one

martial weapon. They are proficient with light and medium

armor, but not shields.

Planar Ability Descriptions

  Planar Affinity (Ex): A planar has insight into the planar

 psyche and gain an affinity bonus to all skill checks made in

concerns to outsiders with the same alignment as hiss (good,

evil, or neutral) equal to his planar level. This affinity to planar

creatures however causes a planar to suffer in his interactions

with outsiders of the opposite alignment and as such a planar

suffers a deficiency penalty to all skill checks made in concerns

to such outsiders equal to his planar level (except Intimidate

checks). Janni choose whether good or evil outsiders are their

“opposite” alignment.

  Planar Blooded (Ex): For all effects related to race a planar is

considered a native outsider in addition to his normal race. This

subtype does not override his original creature type, nor does it

grant a planar any of the traits normally associated with the native

subtype that are not specifically granted by the planar aspect.

  Planar Ability (Ex): At 1st level, a planar chooses one of the

following planar types: archon, demon, devil, or janni.

  Archon: At 1st level, a planar gains lowlight vision, if a planar

already has low-light vision increase the benefits it grants by one

half and a +4 aspect bonus to Fortitude saves against poison. At

2nd level, a planar gains immunity to petrification. At 3rd level,

a planar gains immunity to electricity. At 4th level, a planar gains

the archon’s tongues supernatural ability. At 5th level, a planar

gains the archon’s aura of menace, except the Difficulty Class is

equal to 10 + half his character level + his Charisma modifier.

  Demon: At 1st level, a planar gains the Improved Initiative

and Power Attack feats for free (even if a planar normally

would not meet the prerequisites). At 2nd level, a planar gains

the balor’s see invisibility ability. At 3rd level, a planar gains

immunity to electricity. At 4th level, a planar

gains the demon’s telepathy ability at a range of

100 feet. At 5th level, a planar gains the balor’s

flaming body supernatural ability.

  Devil: At 1st level, a planar gains the

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Improved Initiative and Power Attack feats for free (even if a

 planar normally would not meet the prerequisites). At 2nd level,

a planar gains the baatezu’s see in darkness ability. At 3rd level,

a planar gains immunity to fire. At 4th level, a planar gains the

devil’s telepathy ability at a range of 100 feet. At 5th level, a

 planar gains the pit fiend’s fear aura, but with a Difficulty Class

equal to 10 + half his character level + his Charisma modifier.

  Janni: At 1st level, a planar gains the Dodge and Improved

Initiative feats. At 2nd level, a planar gains the janni’s change

size spell-like ability, twice per day. At 3rd level, a planar gains

the ability to choose one of the following types of energies to be

immune to for a day (must be chosen during the turning): acid,

cold, fire, or electricity. At 4th level, a planar gains the janni’s

telepathy ability at a range of 100 feet. At 5th level, a planar gains

the ability to fly at half his base speed at perfect maneuverability.

  Planar Caster (Ex): Planar levels count towards a

spellcaster’s caster level when the spells or spell-like abilities

are used on outsiders (including himself). Archon planars also

count their paragon levels toward spells with the good, lawful,

and light descriptors. Demon planars count their paragon levels

toward spells with the chaotic, darkness, and evil descriptors.

Devil planars count their paragon levels toward spells with the

darkness, evil, and lawful descriptors. Janni planars count their

 paragon levels toward spells with the air, earth, fire, or water

descriptors. A planar also gains access to the Sacred (if archon),Profane (if demon or devil), or Intensify (if janni) spell template.

  Planar Manifestation (Sp): At 1st level and each level

thereafter, a planar gains the ability to use one of the following

spell-like abilities according to his chosen planar type once per

day.

 Archon:  Aid, bless, detect evil, light, or protection from evil .

  Demon:  Darkness, detect good, detect law, or detect magic.

  Devil: Cause fear, charm person, detect good, or detect magic

  Janni:  Enlarge, reduce, invisibility (self only), or speak with

animals.

  Darkvision (Ex): At 2nd level, a planar gains darkvision 60

feet, if a planar already has darkvision add 30 feet to its range.

  Planar Protection (Ex): At 5th level, a planar gains a certain

type of protection according to his chosen planar type: archon(5/evil), demon (5/cold iron or good), devil (5/good or silver),

and janni (resistance to fire 10).

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Terran Levels

  Terran are extensions of the earth and of the metals, minerals,

and stones that they have aligned themselves with. They are

methodical and relentless, beautiful and sculptured, and as varied

as the veins of resources within the earth.

Terran Levels Restrictions: A character may only gain terran

levels in one type of earthen substance.

  Hit Dice: d8.  Skill Points at Each Level: 4 + Int modifier.

  Class Skills: The terran’s class skills (and the key ability

for each skill) are Appraise (Int), Balance (Dex), Climb (Str),

Concentration (Con), Craft (Int), Dream Weaving (Cha), Handle

Progeny (Cha), Intimidate (Cha), Jump (Str), Knowledge

(architecture and engineering) (Int), Knowledge (dungeoneering)

(Int), Knowledge (geography) (Int), Listen (Wis), Profession

(Wis), Search (Int), Spellcraft (Int), Survival (Wis), and

Weavecraft (Int).

  Weapon and Armor Proficiency: Terran characters are

 proficient with all simple weapons. They are proficient with all

types of armor and shields (except tower shields).

Table 2.19: The Terran

Level Base

Attack

Bonus

Fort

Save

Ref

Save

Will

Save

Special

1 +0 +2 +0 +0 Bonus language (Terran), lesser terran ability, terran affinity, terran blooded, terran caster,

natural armor +12 +1 +3 +0 +0 Darkvision, terran ability, natural armor +2; +1 Strength

3 +2 +3 +1 +1 Immunity (fire), improved terran ability, terran slam, terran weakness, tremorsense 10 ft.,

natural armor +34 +3 +4 +1 +1 Greater terran ability, natural armor +4, tremorsense 20 ft., +1 Strength

5 +3 +4 +1 +1 Natural armor +5, terran form, superior terran ability, tremorsense 30 ft.

Terran Ability Descriptions

  Terran Affinity (Ex): A terran has insight into creatures that

speak Terran as a language and gain an affinity bonus to all skill

checks made in concerns to creatures who speak Terran equal

to his terran level. This affinity however causes a terran to have

trouble dealing with creatures who speak Auran and causes a

terran to suffer a deficiency penalty to all skill checks made

in concerns to those who speak Auran equal to terran his level

(except Intimidate checks). If a creature speaks both Terran and

Auran a terran gains no bonus or penalty to his skill checks

concerning them.

  Terran Blooded (Ex): For all effects related to race a terran

is considered to have the earth subtype in addition to his normal

race. This subtype does not override his original creature type,

nor does it grant a terran any of the traits normally associated

with the earth subtype that are not specifically granted by the

terran aspect.

  Bonus Language (Ex): At 1st level, a terran gains Terran as a

free bonus language.

  Terran Ability (Varies): At 1st level, a terran chooses one

of the following terran types: adamantine, amethyst, bronze,

clay, copper, diamond, emerald, gold, granite, iron, marble, ruby,

sapphire, silver, or topaz.

  Adamantine: His natural attacks are treated as adamantine for

 purposes of defeating damage reduction, though not for ignoring

the hardness of objects. At 2nd level, a terran gains the Improved

Unarmed Strike feat. At 3rd level, a terran gains damage

reduction 1/-. At 4th level, a terran gains damage reduction 2/-. A

5th level, a terran gains damage reduction 3/-.

  Amethyst: A terran gains acid resistance 5. At 2nd level, his

acid resistance increases to 15. At 3rd level, his acid resistance

increases to 20 and a terran gains +3 aspect bonus to Listen

checks. At 4th level, his acid resistance increases to 25 and a

terran gains an additional +3 bonus to Listen checks. At 5th levela terran gains damage reduction 1/-.

  Bronze: A terran gains the Improved Unarmed Strike feat. At

2nd level, a terran gains electricity resistance 10. At 3rd level,

a terran gains damage reduction 1/-. At 4th level, his electricity

resistance increases to 20. At 5th level, a terran gains damage

reduction 2/-.

  Clay: A terran gains 5 electricity resistance. At 2nd level, a

terran gains electricity 15. At 3rd level, a terran gains damage

reduction 5/blunt. At 4th level, his electricity resistance increases

to 25. At 5th level, his damage reduction increases to 10/blunt.

  Copper: A terran gains acid resistance 5. At 2nd level, a terran

gains 10 electricity resistance. At 3rd level, his acid resistance

increases to 15. At 4th level, his acid resistance increases to 20

and his electricity resistance to 15. At 5th level, a terran gains

damage reduction 1/-.

  Diamond: A terran gains the Improved Unarmed Strike feat.

At 2nd level, a terran gains acid resistance 10. At 3rd level, a

terran gains damage reduction 1/-. At 4th level, a terran gains

damage reduction 2/-. At 5th level, a terran gains damage

reduction 3/-.

  Emerald and Topaz: A terran gains acid resistance 5. At 2nd

level, his acid resistance increases to 15. At 3rd level, a terran

gains damage reduction 1/-. At 4th level, his acid resistance

increases to 20 and a terran gains +3 aspect bonus to Listen

checks. At 5th level, a terran gains damage reduction 2/-.  Gold: A terran gains fire resistance 5, which stacks with the

fire resistance granted by this aspect. At 2nd level, a terran gains

a +1 aspect bonus to Charisma. At 3rd level, a terran gains a +1

aspect bonus to Charisma. At 4th level, a terran gains a +1 aspect

 bonus to Charisma. At 5th level, a terran gains damage reduction

1/-.

  Granite: A terran gains electricity resistance

5. At 2nd level, a terran gains electricity

resistance to 15. At 3rd level, a terran gains

damage reduction 1/-. At 4th level, his electricity

resistance increases to 20 and a terran gains a

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+2 bonus to Fortitude saves. At 5th level, his damage reduction

increases to 2/-.

  Iron: His natural attacks are treated as cold iron for purposes

of defeating damage reduction. At 2nd level, a terran gains

the Improved Unarmed Strike feat. At 3rd level, a terran gains

damage reduction 1/-. At 4th level, a terran gains damage

reduction 2/-. At 5th level, a terran gains damage reduction 3/-.

  Marble: A terran gains fire resistance 5, which stacks with the

fire resistance granted by this aspect levels. At 2nd level, a terran

gains a +1 aspect bonus to Charisma. At 3rd level, a terran gainsdamage reduction 1/-. At 4th level, a terran gains a +1 aspect

 bonus to Charisma. At 5th level, a terran gains damage reduction

2/-.

  Ruby and Sapphire: A terran gains electricity resistance 5. At

2nd level, a terran gains damage reduction 1/-. At 3rd level, a

terran gains electricity resistance 15. At 4th level, a terran gains

damage reduction 2/-. At 5th level, his electricity resistance

increases to 20 and a terran gains +3 aspect bonus to Listen

checks.

  Silver: His natural attacks are treated as silver for purposes

of defeating damage reduction. At 2nd level, a terran gains the

Improved Unarmed Strike feat. At 3rd level, a terran gains a

terran gains electricity resistance 10. At 4th level, his electricityresistance increases to 20. At 5th level, his electricity resistance

increases to 30.

  Terran Caster (Ex): Terran levels count towards a

spellcaster’s caster level when the spells or spell-like abilities are

used on earth subtype creatures (including himself) or when they

have the acid or earth spell descriptors. A terran also gains access

to the Reinforced spell template.

  Darkvision (Ex): At 2nd level, a terran gains darkvision 60

feet, if a terran already has darkvision add 30 feet to its range.

  Terran Slam: At 3rd level, a terran gains a slam attack (1d6).

  Terran Weakness (Ex): At 3rd level, a terran gains a

weakness appropriate to his chosen terran type:

 Adamantine, Bronze, Clay, Copper, Gold, Iron, and Silver: Ifa terran suffers cold-based damage, a terran is slowed for one

round as per the slow spell.

 Amethyst, Diamond, Emerald, Granite, Marble, Ruby, Sapphire,

and Topaz: A terran suffers double damage from sonic based

attacks.

  Tremorsense (Ex): At 3rd level, a terran gains tremorsense 10

feet, if a terran already has tremorsense add 10 feet to its range.

The range of tremorsense increases by 10 feet at 4th and 5th

levels.

  Terran Form (Su): At 5th level, a terran gains the ability to

double the damage reduction and resistance to energy special

qualities gained from his terran ability feature for a number of

rounds equal to 3 + his Constitution modifier. While within this

enhanced state a terran moves at two-thirds his normal speed

(rounded to nearest 5 ft. increment). This can only be used once

 per day.

  Adamantine, iron, and silver terrans also gain the ability to

treat metallic weapons that they wield while under the effects

of the terran form ability as if they were weapons of the special

materials type that corresponds with the terran’s

type, though only for purposes of defeating a

creature’s damage reduction.

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Totem Levels

  Totem are wild and untamed in spirit, each a reflection of

the animal they have chosen to guide them through their life.

Their attitudes match those of the animals they mimic and their

instincts and actions are shaped by those of their chosen totem.

  Totem Levels Restrictions: A character may only gain totem

levels in one type of totem.

  Hit Dice: d8.  Skill Points at Each Level: 2 + Int modifier.

  Class Skills: The totem’s class skills (and the key ability for

each skill) are Balance (Dex), Climb (Str), Concentration (Con),

Craft (Int), Dream Weaving (Cha), Escape Artist (Dex), Handle

Progeny (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen

(Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int),

Spot (Wis), Survival (Wis), Swim (Str), and Weavecraft (Int).

  Weapon and Armor Proficiency: Totem characters are

 proficient with all simple weapons. They are proficient with light

armor, but not with shields.

Table 2.20: The Totem

Level BaseAttack

Bonus

FortSave

RefSave

WillSave

Special

1 +0 +2 +2 +0 Animal reflexes +1, lesser totem ability, totem affinity, totem companion, +1 Wisdom

2 +1 +3 +3 +0 Animal attitude +3, animal reflexes +2, low-light vision, totem ability

3 +2 +3 +3 +1 Animal reflexes +3, improved totem ability, totem attack, totem feat, +1 Wisdom

4 +3 +4 +4 +1 Animal attitude +6, animal reflexes +4, greater totem ability

5 +3 +4 +4 +1 Animal reflexes +5, superior totem ability, Wild Shape (chosen totem, 1/day), +1

Wisdom

Totem Ability Descriptions

  Totem Affinity (Ex): A totem has insight into the hearts ofanimals and gain an affinity bonus to all skill checks made in

concerns to animals equal to his totem level. This affinity to

animals however causes a totem to suffer in his interactions with

vermin and as such a totem suffers a deficiency penalty to all

skill checks made in concerns to vermin equal to his totem level

(except Intimidate checks).

  Totem Ability (Ex): At 1st level, a totem chooses one of the

following animal totems: bat, badger, cat, rat, dog, eagle, horse,

lizard, owl, raven, viper, or wolf.

 Bat: At 1st level, a bat totem gains a +3 aspect bonus to Listen

and Spot checks. At 2nd level, a bat totem gains blindsense 10

feet, if a bat totem already have blindsense add 10 feet to its

range. At 3rd level, a bat totem gains the ability to fly at a 20 ft.

fly speed with good maneuverability. At 4th level, a bat totem

gains +1 aspect bonus to Dexterity. At 5th level, a bat totem gains

an additional 10 feet of blindsense.

 Badger: At 1st level, a badger totem gains a +3 aspect bonus

to Escape Artist and either Listen or Spot checks. At 2nd level, a

 badger totem gains a +1 aspect bonus to Dexterity. At 3rd level,

a badger totem gains a 10 ft. burrow speed. At 4th level, a badger

totem gains a +1 aspect bonus to Dexterity. At 5th level, a badger

totem gains the ability to rage like a badger once per day, except

it can be voluntarily activated when a badger totem takes damage.

  Cat: At 1st level, a cat totem gains a +3 aspect bonus to

Balance and Jump checks. At 2nd level, a cat totem gains a +1

aspect bonus to Dexterity. At 3rd level, a cat totem gains a +10

feet aspect bonus to his base speed. At 4th level, a cat totem gains

a +1 aspect bonus to Dexterity. At 5th level, a cat totem increases

their bonus to Balance and Jump checks to +8.

 Dog: At 1st level, a dog totem gains a +3 aspect bonus to two

of the following: Jump, Listen, or Spot checks. At 2nd level, a

dog totem gains a +1 aspect bonus to Dexterity. At 3rd level, a

dog totem gains a +10 feet aspect bonus to his base speed. At

4th level, a dog totem gains a +1 aspect bonus to Dexterity. At5th level, a dog totem gains Track as a bonus feat and the Scent

special quality.

  Eagle: At 1st level, an eagle totem gains a +6 aspect bonus

to Spot checks during daylight. At 2nd level, an eagle totem

gains a +1 aspect bonus to Charisma. At 3rd level, an eagle

totem gains the ability to fly at a 30 ft. fly speed with average

maneuverability. At 4th level, an eagle totem gains a +1 aspect

 bonus to Charisma. At 5th level, an eagle totem gains the Fly-by

attack and Wingover feats.

  Horse: At 1st level, a horse totem gains a +3 aspect bonus

to Listen and Spot checks. At 2nd level, a horse totem gains +1

aspect bonus to Constitution. At 3rd level, a horse totem a horse

totem gains a +10 feet aspect bonus to his base speed. At 4th

level, a horse totem gains +1 aspect bonus to Constitution. At 5th

level, a horse totem gains the ability to carry one and a half times

his normal carrying capacity.

  Lizard: At 1st level, a lizard totem gains a +3 aspect bonus to

Balance and either Climb or Hide checks. At 2nd level, a lizard

totem gains a +1 aspect bonus to Dexterity. At 3rd level, a lizard

totem gains a 30 ft. climb speed. At 4th level, a lizard totem gains

a +1 aspect bonus to Dexterity. At 5th level, a lizard totem gains a

+1 natural armor.

  Owl: At 1st level, an owl totem gains a +6 aspect bonus to

Spot checks during dusk and darkness. At 2nd level, an owltotem gains a +1 aspect bonus to Wisdom. At 3rd level, an owl

totem gains the ability to fly at a 30 ft. fly speed with average

maneuverability. At 4th level, an owl totem gains a +1 aspect

 bonus to Wisdom. At 5th level, an owl totem gains the Fly-by

attack and Wingover feats..

  Rat: At 1st level, a rat totem gains a +3 aspect bonus to

Balance and either Hide or Move Silently checks. At 2nd level, a

rat totem gains a +1 aspect bonus to Dexterity At

3rd level, a rat totem gains a 30 ft. climb speed.

At 4th level, a rat totem gains a +1 aspect bonus

to Dexterity. At 5th level, a rat totem gains a 30

ft. swim speed.

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  Raven: At 1st level, a raven totem gains a bonus language and

+3 to Spot. At 2nd level, a raven totem gains a +1 aspect bonus

to Dexterity. At 3rd level, a raven totem gains the ability to fly

at a 30 ft. fly speed with average maneuverability. At 4th level, a

raven totem gains a +1 aspect bonus to Dexterity. At 5th level, a

raven totem gains the Fly-by attack and Wingover feats.

  Viper: At 1st level, a viper totem gains a +3 aspect bonus

to two of the following: Balance, Climb, Hide, Listen or Spot

checks. At 2nd level, a viper totem gains a +1 aspect bonus to

Dexterity. At 3rd level, a viper totem gains a 30 ft. climb speed.At 4th level, a viper totem gains a +1 aspect bonus to Dexterity.

At 5th level, a viper totem gains a poisonous bite attack, which he

can use once per hour. The DC of the poison is equal to 15 + the

viper totem’s Constitution modifier.

  Wolf: At 1st level, a wolf totem gains a +3 aspect bonus to two

of the following: Hide, Listen, Move Silently, or Spot checks. At

2nd level, a wolf totem gains a +1 aspect bonus to Constitution.

At 3rd level, a wolf totem gains a +10 feet aspect bonus to his

 base speed. At 4th level, a wolf totem gains a +1 aspect bonus to

Constitution. At 5th level, a wolf totem gains Track as a bonus

feat and the Scent special quality.

  Totem Caster (Ex): Totem levels count towards a

spellcaster’s caster level when the spells or spell-like abilitiesare used on animals or himself. A totem also gains access to the

Revitalizing spell templates.

  Animal Reflexes (Ex): At 1st level, a totem gains a +1 aspect

 bonus to Initiative and Reflex saves due to animal instinct. This

 bonus increases by one for every totem level thereafter.

  Totem Companion (Ex): A totem may begin play with a

totem companion selected from the following list: badger, bat,

camel, tiny cat, dire rat, dog, eagle, hawk, horse (light), lizard

(Tiny), owl, rate (Dire), snake (Medium viper), or wolf. This

animal is a loyal companion that accompanies the totem on his

adventures as appropriate for its kind.

  A totem’s totem companion is different from a normal animal

of its kind in many ways. The companion is treated as a magical beast, not an animal, for the purpose of all effects that depend

on its type (though it retains an animal’s HD, base attack bonus,

saves, skill points, and feats). It is superior to a normal animal of

its kind and has special powers, as described under the druid’s

animal companion ability in the PHB. A totem who has levels as

a druid, ranger, or other class with animal companion adds his

totem level to his druid or ranger level to determine his effective

class level for purposes of animal companion special abilities.

  If a totem releases his companion from service, he may gain

a new one by performing a ceremony requiring 24 uninterrupted

hours of prayer. This ceremony can also replace a totem

companion that has perished.

  Lowlight Vision (Ex): At 2nd level, a totem gains low-

light vision, if a totem already has low-light vision increase the

 benefits it grants by one half.

  Totem Attack (Ex): At 3rd level, a totem gains a natural

attack type corresponding to his chosen totem. Damage is

indicated within the parentheses.

  Bat: Bite attack (1d4).

  Badger, Cat: 2 claw (1d4) and bite (1d6)

attacks.

  Dog, Lizard, Rat, Wolf: Bite (1d8) attack.

  Eagle: 2 talon (1d4) and bite (1d6) attack.

  Horse: Bite (1d4) attack.

  Owl: 2 talon (1d8) attacks.

  Raven: 2 claw (1d4) attacks.

  Viper: Bite (1d6, nonpoisonous) attack.

  Totem Feat (Ex): At 3rd level, a totem gains a bonus feat

corresponding to his chosen totem:

  Bat, Dog, Raven: Alertness.

  Badger: Toughness.

  Cat, Rat, Viper: Weapon Finesse.

   Eagle: Fly-by Attack.

  Owl: Wingover.  Horse, Wolf: Run.

  Animal Attitude (Ex): At 2nd level, a totem gains one of

the following traits depending upon what animal type a totem

chooses:

  Bat, Horse, and Raven: A totem gains a +3 aspect bonus to

Sense Motive skill checks. At 4th level his aspect bonus increases

to +6.

  Cat and Dog: A totem gains a +3 aspect bonus to Diplomacy

skill checks. At 4th level his aspect bonus increases to +6.

  Lizard, Owl, and Rat: A totem gains a +3 aspect bonus to

Bluff skill checks. At 4th level his aspect bonus increases to +6.

  Badger, Eagle, and Wolf: A totem gains a +3 aspect bonus to

Intimidate skill checks. At 4th level his aspect bonus increases to+6.

  Wild Shape (Su): At 5th level, a totem gains the ability to

turn herself into an animal that corresponds to their chosen totem

once per day. A totem transforms into one of the following as

determined by their chosen totem: badger, bat, camel, tiny cat,

dire rat, dog, eagle, hawk, horse (light), lizard (Tiny), owl, rate

(Dire), snake (Medium viper), or wolf. This ability functions like

the polymorph spell, except as noted here. The effect lasts for 1

hour per totem level, or until he changes back. Changing form

(to animal or back) is a standard action and doesn’t provoke an

attack of opportunity.

  A totem loses his ability to speak while in animal form

 because he is limited to the sounds that a normal, untrainedanimal can make, but he can communicate normally with other

animals of the same general grouping as his new form. (The

normal sound a wild parrot makes is a squawk, so changing to

this form does not permit speech.)

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Surreal Class Features

  The following surreal class features assume the use of the

Dream Point System and are meant to supplement each class

so that they can use dream points to augment their abilities.

These new class dream features are all reactive in nature such

that a character’s abilities are only altered by the expenditure

of dream points. This allows players and GMs to use their

existing character and NPC sheets for Dream Plane adventures,

as the character’s base abilities and class features are essentiallyunchanged. GMs that are not using the Dream Point System can

either drop the concept of additional surreal class features, create

their own, or use the alternative surreal class features presented in

Appendix A.

Barbarian

  Barbarians are capable of greater feats of fury while within

the Dream Plane. They gain incredible strength and vitality

from their rages and as they progress in ability they can enter a

deathless rage from which they can continue fighting long after

they should be dead. They also can harden their skin to near irontoughness.

  Feats of Fury (Ex): At 1st level, a barbarian may expend 5

dream points to gain temporary access to one of the following

feats while raging: Athletic, Dodge (Mobility, Spring Attack),

Endurance (Diehard), Great Fortitude, Improved Critical, Power

Attack (Cleave, Great Cleave, Improved Bull Rush, Improved

Overrun, Improved Sunder), Skill Focus (climb, jump, or

swim), Toughness, or Weapon Focus (Greater Weapon Focus).

A barbarian must meet the prerequisites of the feat in order to

take it and has access to it only for the duration of the barbarian’s

rage. A barbarian can only have one extra feat accessed during

each rage. This is a free action.  At 12th level, a barbarian may expend 15 dream points to

access two feats of fury while enraged.

  At 20th level, a barbarian may expend 30 dream points to

access three feats of fury while enraged.

  Incredible Rage (Ex): At 4th level, a barbarian may expend

20 dream points at the time of raging to gain a +2 dream bonus to

Strength and Constitution and +1 dream bonus to Will saves that

stacks with the bonuses gained from raging. This is a free action.

  Dream Skill (Ex): At 8th level, a barbarian selects two

 barbarian class skills, when using the improved class skill

dream point ability in conjunction with these two class skills the

 barbarian gains a +2 dream bonus per dream point expenditure.

  At 16th level, a barbarian chooses two more barbarian classskills for dream skill augmentation.

  Fantastic Damage Reduction (Ex): At 8th level, a barbarian

can expend 40 dream points to gain a +2 dream bonus to their

damage reduction for one encounter. This is a free action.

  At 16th level, a barbarian can expend 80 dream points to gain

a +5 dream bonus to their damage reduction for one encounter.

  Deathless Rage (Su): At 12th level, a barbarian may expend

60 dream points while enraged to continue to fight even after

he has gone below his death threshold, which is equal to 0 – the

 barbarian’s effective character level – his current Constitution

score. He may only use this ability if he has the Die Hard feat

as one of his character feats or has taken it as a feat of fury. If

the barbarian is healed while within a deathless rage to a point

at which he is no longer below his death threshold he retains the

deathless rage until his rage runs out and so if he dips below his

death threshold again he will continue to act. If at the end of the

deathless rage the barbarian is still below his death threshold

he dies, but if he is above his death threshold he suffers the

normal effects of whatever lethal effects range he falls into

(dying, disabled, act normally). The barbarian also is considered

exhausted rather than fatigued after his deathless rage. This is afree action.

  At 17th level, when a barbarian gains the tireless rage ability a

 barbarian who comes out of a deathless rage is only fatigued.

  Shared Rage (Su): At 20th level, a barbarian may expend

100 dream points to surround himself with an aura of fury when

he enters a rage. Allies within 30 feet of the barbarian gain

+4 to Strength, +4 to Constitution, and a +2 morale bonus on

Will saves, but suffer a –2 penalty to AC. While raging, allies

cannot use any Charisma-, Dexterity-, or Intelligence-based

skills (except for Balance, Escape Artist, Intimidate, and Ride),

the Concentration skill, or any abilities that require patience or

concentration, nor can they cast spells or activate magic items

that require a command word, a spell trigger (such as a wand),or spell completion (such as a scroll) to function. They can use

any feat they have except Combat Expertise, item creation feats,

and metamagic feats. The rage lasts until the barbarian’s rage

ends, although allies may prematurely end their rage. At the end

of the rage, the barbarian’s allies lose the rage modifiers and

restrictions, but do not become fatigued. This is a free action.

Bards

  Bards are legendary performers within the Dream Plane and

their songs are of such remarkable quality that they can inspire

the bard and his fellows to heroic deeds that only befit the beauty

of their words. As a bard increases in ability, he can weave spells

into his songs and even harmonize his voice so that he can sing

multiple songs of power.

  Feats of Reverie (Ex): At 1st level, a bard may expend 5

dream points to gain temporary access to one of the following

feats while using one of his bardic music abilities: Acrobatic,

Agile, Deft Hands, Diligent, Iron Will, Lightning Reflexes,

Magical Aptitude, Negotiator, or Skill Focus (any class skill).

A bard must meet the prerequisites of the feat in order to take it

and has access to it only for the duration of the bard’s song. A

 bard can only have one extra feat accessed during each use of the

 bardic music ability. This is a free action.  Spell Templates (Ex): At 1st level, a bard gains access to

one of the spell templates found in Chapter 4. Every four levels

thereafter, the bard gains access to another spell template. At

8th level and every fourth bard level thereafter (12th, 16th, and

20th), a bard may learn a new spell template in place of one he

already knows. In effect, the bard “loses” the old spell template in

exchange for a new one.

  The spell templates gained via this ability can

only be applied to bard spells.

  Prolonged Inspiration (Su): At 4th level, a

 bard may prolong the effects of his inspire music

abilities after he stops singing by one additional

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round through expending a number of dream points equal to the

minimum number of ranks in Perform needed to create the effect.

A bard can prolong the effects of an inspire music ability for

a number of rounds equal to his bard class levels as long as he

expends the dream points each round. This is a free action.

  For example, a 9th-level bard may prolong the inspire courage

supernatural ability by expending 3 dream points each round, up

to 9 additional rounds, to keep the effect going beyond the bardic

music’s normal duration, which is 5 rounds after he stops singing.The same bard might want to prolong the effects of inspire

greatness, but would have to expend 12 dream points each round,

up to 9 additional rounds, to keep the effect going beyond the

 bardic music’s normal duration, which is 5 rounds after the bard

stops singing.

  Dream Skill (Ex): At 8th level, a bard selects three bard class

skills, when using the improved class skill dream point ability

in conjunction with these three class skills the bard gains a +2

dream bonus per dream point expenditure.

At 16th level, a bard chooses three more bard class skills for

dream skill augmentation.

  Spell Song (Su): At 12th level, a bard may expend 10 dream

 points per spell level to cast a spell while using a bardic musicability. Spells that take longer than a standard action to cast may

not be affected by this ability. This is a standard action, which

includes continuing concentration upon the bard’s bardic music

ability.

  Harmonized Voice (Su): At 20th level, a bard may activate

up to three of his bardic music abilities at once. To do this he

must expend 20 dream points + 40 dream points per additional

 bardic music ability activated. This is a standard action.

  For example, a 20th-level bard who expends 100 dream points

on the harmonized voice ability could have the inspire greatness,

inspire heroics, and song of freedom activated all at once. This

still takes up three of the bard’s bardic music ability uses for the

day, but might be well worth it if facing a particularly deadly

opponent.

Cleric

  Clerics are known for their feats of devotion within the Dream

Plane. They are powerful wielders of positive and negative

energies and as such their ability to turn or rebuke undead is

heightened within the dream. Their connection to the domains

they wield also expands with experience and in time clerics are

able to spontaneously cast their domain spells.

  Feats of Devotion (Ex): At 1st level, a cleric may expend 5dream points to gain temporary access to one of the following

feats for one encounter: Augment Summoning, Blind-Fight, Extra

Turning, Great Fortitude, Improved Counterspell, Improved

Turning, Iron Will, Skill Focus (any class skill), or Toughness.

A cleric must meet the prerequisites of the feat in order to take

it and has access to it only for the duration of the encounter. A

cleric can only have one extra feat accessed

during each encounter. This is a free action.

  Spell Templates (Ex): At 1st level, a cleric

gains access to two of the spell templates found

in Chapter 4. Every four levels thereafter the

cleric gains access to two spell templates. At 8th level and every

fourth cleric level thereafter (12th, 16th, and 20th), a cleric may

learn a new spell template in place of one he already knows. In

effect, the cleric “loses” the old spell template in exchange for a

new one.

  The spell templates gained via this ability can only be applied

to cleric spells.

  Intensify Turning or Rebuking Undead (Su): At 4th level,

for every 20 dream points a cleric expends, he gains a +6 dream bonus to his turning check and an extra 1d6 dream bonus to his

turning damage roll versus undead. This is a free action.

  Dream Skill (Ex): At 8th level, a cleric selects one cleric class

skill, when using the improved class skill dream point ability in

conjunction with this class skill the cleric gains a +2 dream bonus

 per dream point expenditure.

At 16th level, a cleric chooses one more cleric class skill for

dream skill augmentation.

  Domain Substitution (Su): At 12th level, a cleric may expend

5 dream points per spell level to switch a prepared domain spell

with another domain spell of the same or lower level. A cleric can

channel stored spell energy into a domain spell that he has not

 prepared ahead of time. He can “lose” a prepared domain spell

slot to cast a domain spell from the other domain of the same

level or lower. Note that this ability only affects the domain spell

slot and cannot be used in regards to a cleric’s normal spell slots.

This is part of the action of casting a spell.

  At 20th level, a cleric may expend 10 + 10 dream points per

spell level to spontaneously cast a domain spell using his normal

 prepared spells. A cleric can channel stored spell energy into

a domain spell that he has not prepared ahead of time. He can

“lose” a prepared spell slot (even a non-domain spell slot) to cast

a domain spell of the same level or lower. Note that this ability

only affects the domain spell slot and cannot be used in regards to

a cleric’s normal spell slots. This is part of the action of casting aspell.

Druid

  Druids are powerful forces of nature within the Dream Plane.

They can augment their animal companions with feral potency or

instinctive agility and as they grow in power they can even alter

themselves with fantastic wild shapes.

  Feats of Nature (Ex): At 1st level, a cleric may expend 5

dream points to gain temporary access to one of the following

feats for one encounter: Alertness, Animal Affinity, Augment

Summoning, Great Fortitude, Iron Will, Natural Spell, Self-

Sufficient, Skill Focus (any class skill), Toughness, or Track. A

cleric must meet the prerequisites of the feat in order to take it

and has access to it only for the duration of the encounter. A druid

can only have one extra feat accessed during each encounter. This

is a free action.

  Spell Templates (Ex): At 1st level, a druid gains access to

two of the spell templates found in Chapter 4. Every four levels

thereafter the druid gains access to two spell templates. At 8th

level and every fourth druid level thereafter (12th, 16th, and

20th), a druid may learn a new spell template in place of one he

already knows. In effect, the druid “loses” the old spell template

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in exchange for a new one.

  The spell templates gained via this ability can only be applied

to druid spells.

  Augment Companion (Su): At 4th level, a druid may expend

20 dream points to grant his animal companion a +2 dream bonus

to Strength and Constitution and a +2 dream bonus to natural

armor or a +2 dream bonus to Dexterity and Wisdom and a +10

dream bonus to its base speed for one encounter. This is a free

action.

  Dream Skill (Ex): At 8th level, a druid selects two druid class

skills, when using the improved class skill dream point ability in

conjunction with these two class skills the druid gains a +2 dream

 bonus per dream point expenditure.

At 16th level, a druid chooses two more druid class skills for

dream skill augmentation.

  Fantastic Wild Shape (Su): At 12th level, a druid can expend

60 dream points to use his normal wild shape ability to not

only turn into another creature, but also gain a +4 dream bonus

to Strength and Constitution and a +4 dream bonus to naturalarmor or a +4 dream bonus to Dexterity and Wisdom and a +20

dream bonus to his base speed for one encounter. This uses one

of the wild shape uses per day and is a standard action. The druid

returns to his normal form at the end of the encounter.

  At 20th level, a druid can expend 100 dream points to use

his normal wild shape ability to not only turn into another

creature, but also gain a +4 dream bonus to Strength, Dexterity,

Constitution, and Wisdom, a +4 dream bonus to natural armor,

and a +20 dream bonus to his base speed for one encounter. This

uses one of the wild shape uses per day and is a standard action.

The druid returns to his normal form at the end of the encounter.

Animal Companions  Animal companions have a wide range of abilities that they

gain while within the Dream Plane. Use the base statistics for the

animal companion of the druid or ranger’s level, but make the

following changes.

  Racial Dream Traits: Animal companions would gain

racial dream traits depending upon the druid’s dreamer trait.

Slumbering druids have slumbering animal companions, which

normally do not gain any racial dream traits, while awakened

druids have awakened animal companions with awakened racial

traits (see Awakened Racial Trait Guidelines in this chapter

for more details). Corporeal druids have corporeal animal

companions, which normally do not gain any racial dream traits.

Finally, trueborn druids have either awakened or progeny animal

companions depending upon which is present within a Dream

Plane. If the trueborn druid has a progeny animal companion they

gain the progeny racial dream traits (see Progeny Template in this

chapter and Appendix B for more details).

An animal companion has its own pool of dream points based

upon it Hit Dice and the druid’s dreamer type.

Ranger animal companions use the ranger’s dreamer type.

  Share Feats (Ex): At the druid’s option, he may have any

feat he gains through the feats of nature surreal class feature also

affect his animal companion. The animal companion must expend

5 dream points and be within 5 feet of him at the time of the druid

taking the feat of nature to receive the benefit. The feat stops

affecting the animal companion if it moves farther than 5 feet

away and will not affect the animal again, even if it returns to the

druid before the encounter expires.

  Ranger animal companions also gain this ability, but in

regards to the ranger’s feats of survival surreal class feature.

  Extend Shared Range (Su): An animal companion can

expend 5 dream points to extend the range for the share spellsand share feats animal companion abilities by 5 feet.

  When a druid reaches 16th level, his animal companion can

expend 30 dream points to extend the range for the share spells

and share feats animal companion abilities by 15 feet.

  Fantastic Devotion: When a druid reaches 8th level, his

animal companion only has to expend 15 dream points to use the

luck roll dream point ability when making a saving throw versus

enchantment. This is a free action.

  Surreal Evasion: When a druid reaches 16th level, his animal

companion only has to expend 15 dream points to use the luck

roll dream point ability when making a Reflex saving throw. This

is a free action.

Fighter 

  Fighters are capable of extraordinary exploits upon the

 battlefields of the Dream Plane. They are masters of weaponry

and as they reach the heights of their expertise they become

 paragons of martial prowess.

  Feats of Battle (Ex): At 1st level, a fighter may expend 5

dream points to gain temporary access to one of the fighter bonus

feats he does not currently have. This ability can also be used to

gain access to the Endurance, Die Hard, Great Fortitude, Skill

Focus (for any class skill), or Toughness feats. A fighter mustmeet the prerequisites of the feat in order to use it and its effects

last only for the duration of one encounter. A fighter can only

access one extra feat per encounter. This is a free action.

  At 12th level, a fighter may expend 15 dream points to access

two feats of battle per encounter.

  At 20th level, a fighter may expend 30 dream points to access

three feats of battle per encounter.

  Fighter’s Sacrifice (Ex): At 4th level, a fighter may sacrifice

Base Attack Bonus for one encounter to gain temporary dream

 points to power his surreal fighter class features or activate the

dream benefits of any feats that appear on the above feats of

 battle list. For each point of Base Attack Bonus sacrificed the

fighter gains ten temporary dream points that he can expendduring that encounter. This is a free action.

  Dream Skill (Ex): At 8th level, a fighter selects one fighter

class skill, when using the improved class skill dream point

ability in conjunction with this class skill the fighter gains a +2

dream bonus per dream point expenditure.

At 16th level, a fighter chooses one more fighter class skill for

dream skill augmentation.

  Weapon Mastery (Ex): At 8th level, a fighter

may expend 40 dream points to be able to re-roll

one melee or ranged damage roll each round for

one encounter. The fighter takes the better of the

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two results. This is a free action.

  Paragon of Martial Prowess (Ex): At 16th level, a fighter

may expend 80 dream points to gain a +4 dream bonus to

Strength, Dexterity, and Constitution, and a +4 dream bonus to

natural armor for one encounter.

Monk 

  Monks are masters of unarmed combat and even more so

within the Dream Plane. They are capable combatants with anuncanny focus that allows them to accomplish deeds of mythical

magnitude. With experience they come to manipulate their ki

 powers and even grant themselves an unparalleled focus.

  Feats of Focus (Ex): At 1st level, a monk may expend 5

dream points to gain temporary access to one of the following

feats for one encounter: Acrobatic, Agile, Alertness, Athletic,

Blind-fight, Combat Expertise (Improved Disarm, Improved

Feint, Improved Trip, Whirlwind Attack), Combat Reflexes,

Deflect Arrows, Dodge (Mobility, Spring Attack), Endurance

(Die Hard), Exotic Weapon Proficiency, Great Fortitude,

Improved Critical, Improved Grapple, Improved Initiative, Iron

Will, Lightning Reflexes, Negotiator, Quick Draw, Run, SnatchArrows, Stealthy, Stunning Fist, Toughness, Weapon Focus

(Greater Weapon Focus). In order to access a feat of centering, a

monk must first meet its prerequisites. A monk can only access

one extra feat per encounter. This is a free action.

  At 12th level, a monk may expend 15 dream points to access

two feats of focus per encounter.

  At 20th level, a monk may expend 30 dream points to access

three feats of focus per encounter.

  Monk’s Sacrifice (Ex): At 4th level, a monk may sacrifice

Base Attack Bonus for one encounter to gain temporary dream

 points to power his surreal monk class features or activate the

dream benefits of any feats that appear on the above feats of

focus list. For each point of Base Attack Bonus sacrificed for

the monk gains ten temporary dream points that he can expend

during that encounter. This is a free action.

  Dream Skill (Ex): At 8th level, a monk selects two monk

class skills, when using the improved class skill dream point

ability in conjunction with these two class skills the monk gains a

+2 dream bonus per dream point expenditure.

At 16th level, a monk chooses two more monk class skills for

dream skill augmentation.

  Fantastic Ki Strike (Ex): At 8th level, a monk may expend

40 dream points to treat his unarmed attacks count as cold iron

or silver weapons for purposes of dealing damage to creatures

with damage reduction for one encounter. In addition, a monkmay expend 40 dream points to treat his unarmed attacks as good

weapons if he is a good monk or evil weapons if he is an evil

monk. A neutral monk must choose whether he can make his

unarmed attacks into good or evil weapons with this ability. Once

a monk makes this choice it cannot be reversed. This is a free

action.

  Paragon of Unparalleled Focus (Su): At 16th level, a monk

may expend 80 dream points to gain a +4 dream

 bonus to Strength, Dexterity, and Wisdom, and

+4 dream bonus to attack rolls for one encounter.

This is a free action.

Paladin

  Paladins are exemplars of devotion and capable of great

feats of zeal within the Dream Plane. As they deepen in their

faith, paladins gain the power to imbue their weapons with the

 blessings of their deity, remove nightmarish effects with a touch,

and even share some of the graces their deity has given them.

Feats of Zeal (Ex): At 1st level, a paladin may expend 5

dream points to gain temporary access to one of the followingfeats for one encounter: Animal Affinity, Blind-Fight, Endurance

(Diehard), Extra Turning, Great Fortitude, Improved Critical,

Improved Shield Bash, Improved Turning, Iron Will, Lightning

Reflexes, Mounted Combat (Mounted Archery, Ride-By Attack,

Spirited Charge, Trample), Negotiator, Power Attack (Cleave,

Great Cleave, Improved Bull Rush, Improved Overrun, Improved

Sunder), Skill Focus (any class skill), Toughness, Weapon Focus

(Greater Weapon Focus). A paladin must meet the prerequisites

of the feat in order to take it and has access to it only for the

duration of the encounter. A paladin can only have one extra feat

accessed during each encounter. This is a free action.

  Blessed Touch (Su): At 4th level, a paladin may expend 20

dream points to treat any weapon he uses as if it has been blessed(as per the bless weapon spell) for one encounter. This is a free

action.

  Spell Templates (Ex): At 4th level, a paladin gains access to

one of the spell templates found in Chapter 4. Every four levels

thereafter the paladin gains access to one spell template. At 12th

level and every fourth paladin level thereafter (16th and 20th), a

 paladin may learn a new spell template in place of one he already

knows. In effect, the paladin “loses” the old spell template in

exchange for a new one.

  The spell templates gained via this ability can only be applied

to paladin spells.

  Dream Skill (Ex): At 8th level, a paladin selects one paladin

class skill, when using the improved class skill dream point

ability in conjunction with this class skill the paladin gains a +2

dream bonus per dream point expenditure.

At 16th level, a paladin chooses one more paladin class skill

for dream skill augmentation.

  Remove Nightmarish Effect (Sp): At 12th level, a paladin

can expend 30 dream points when using his remove disease 

spell-like ability to mimic any of the following spells: remove

blindness/deafness, remove curse, remove disease, remove fear ,

or remove paralysis. This is a standard action.

  Shared Blessing (Su): At 20th level, a paladin may expend

100 dream points to surround himself with an aura of blessing for

one encounter. Allies within 30 feet of the paladin gain a dream bonus to saving throws equal to the paladin’s Charisma modifier

and become immune to fear and disease. This is a free action.

The Paladin’s Mount  The paladin’s mount has a wide range of abilities that it gains

while within the Dream Plane. Use the base statistics for the

mount of the paladin’s level, but make the following changes.

  Racial Dream Traits: Paladin mounts would gain racial

dream traits depending upon the paladin’s dreamer trait.

Slumbering paladins have slumbering mounts, which normally

do not gain any racial dream traits, while awakened paladins have

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awakened mounts with awakened racial traits (see Awakened

Racial Trait Guidelines in this chapter for more details).

Corporeal paladins have corporeal mounts, which normally do

not gain any racial dream traits. Finally, trueborn paladins have

either awakened or progeny mounts depending upon which

is present within a Dream Plane. If the trueborn paladin has a

 progeny mount they gain the progeny racial dream traits (see

Progeny Template in this chapter and Appendix B for more

details).

A paladin’s mount has its own pool of dream points basedupon it Hit Dice and the paladin’s dreamer type.

Share Feats (Ex): At the paladin’s option, he may have any

feat he gains through the feats of zeal surreal class feature also

affect his mount. The paladin’s mount must expend 5 dream

 points and be within 5 feet of him at the time of the paladin

taking the feat of zeal to receive the benefit. The feat stops

affecting the paladin’s mount if it moves farther than 5 feet

away and will not affect the mount again, even if it returns to the

 paladin before the encounter expires.

  Extend Shared Range (Su): A paladin’s mount can expend

5 dream points to extend the range for the share spells and share

feats paladin’s mount abilities by 5 feet.

  When a paladin reaches 16th level, his mount can expend 30dream points to extend the range for the share spells and share

feats animal companion abilities by 15 feet.

  Blessed Mount: When a paladin reaches 8th level, his mount

can expend 15 dream points to treat its natural weapons as if

they have been blessed (as per the bless weapon spell) for one

encounter. This is a free action.

  Surreal Evasion: When a paladin reaches 8th level, his mount

only has to expend 15 dream points to use the luck roll dream

 point ability when making a Reflex saving throw. This is a free

action.

  Uncanny Spell Resistance: When a paladin reaches 16th

level, his mount can expend 30 dream points to gain a +2 dream

 bonus to spell resistance for one encounter. This is a free action.

Ranger 

  Rangers are the ultimate survivors within the Dream Plane.

They have mastery over the very terrain that they walk upon and

their skills become more potent with the passage of time. Finally,

when they reach the pinnacle of their power they can even share

their knowledge and hatred of their enemies with the allies

around them.

  Feats of Survival (Ex): At 1st level, a ranger may expend 5

dream points to gain temporary access to one of the followingfeats for one encounter: Alertness, Animal Affinity, Athletic,

Blind-Fight, Endurance (Diehard), Great Fortitude, Lightning

Reflexes, Negotiator, Point Blank Shot (Far Shot, Precise Shot,

Rapid Shot, Manyshot, Shot on the Run, Improved Precise Shot),

Run, Self-Sufficient, Skill Focus (any class skill), Stealthy, or

Two Weapon Fighting (Two- Weapon Defense, Improved Two-

Weapon Fighting, Greater Two-Weapon Fighting). A ranger must

meet the prerequisites of the feat in order to take it and has access

to it only for the duration of the encounter. A ranger can only

have one extra feat accessed during each encounter. This is a free

action.

  Terrain Mastery (Ex): At 4th level, a ranger may expend 20

dream points to gain a +2 dream bonus to Hide, Move Silently,

Spot, and Survival skill checks when using these skills while

within a particular type of terrain (aquatic, desert, forest, hills,

marsh, mountains, plains, or underground). The effects of this

ability last for one hour. This is a free action.

  At 12th level, a ranger may expend 60 dream points to gain

a +10 feet dream bonus to movement and a +2 dream bonus to

attack and damage rolls made within the chosen terrain type

(desert, forest, hills, marsh, mountains, plains, or underground).

The effects of this ability last for one encounter. This is a freeaction.

  Spell Templates (Ex): At 4th level, a ranger gains access to

one of the spell templates found in Chapter 4. Every four levels

thereafter the ranger gains access to one spell template. At 12th

level and every fourth ranger level thereafter (16th and 20th), a

ranger may learn a new spell template in place of one he already

knows. In effect, the ranger “loses” the old spell template in

exchange for a new one.

  The spell templates gained via this ability can only be applied

to paladin spells.

  Dream Skill (Ex): At 8th level, a ranger selects three ranger

class skills, when using the improved class skill dream point

ability in conjunction with these three class skills the ranger gainsa +2 dream bonus per dream point expenditure.

At 16th level, a ranger chooses three more ranger class skills

for dream skill augmentation.

  Shared Hatred (Su): At 20th level, a ranger may expend 100

dream points to surround himself with an aura of anger for one

encounter. Allies within 30 feet of the ranger gain a dream bonus

to attack and damage rolls versus the ranger’s favorite enemies

equal to what the ranger gains from his favored enemy ability.

This is a free action.

Rogue

  Rogues are jacks-of-all-trades within the Dream Plane. They

have an unnatural knack for finding trouble and an equally

unexplainable flair for getting out of it. Rogues gain many skills

and special abilities as they improve their often-wayward talents

and in the Dream Plane this is even more so.

  Feats of Daring-Do (Ex): At 1st level, a rogue may expend

5 dream points to gain temporary access to one of the following

feats for one encounter: Acrobatic, Agile, Alertness, Athletic,

Combat Expertise (Improved Disarm, Improved Feint, Improved

Trip, Whirlwind Attack), Combat Reflexes, Dodge (Mobility,

Spring Attack), Improved Critical, Improved Initiative,

Investigator, Lightning Reflexes, Negotiator, Nimble Fingers,Persuasive, Quick Draw, Skill Focus (any class skill), Stealthy,

Weapon Finesse. A rogue must meet the prerequisites of the feat

in order to access it. A rogue can only access one feat of daring-

do per encounter.

  At 12th level, a rogue may expend 15 dream points to access

two feats of daring-do per encounter.

  At 20th level, a rogue may expend 30 dream points to access

three feats of daring-do per encounter.

  Impromptu Sneak Attack (Ex): At 4th level,

a rogue may expend 5 dream points per +1d6

sneak attack damage a rogue normally deals, to

declare one melee or ranged attack he makes to

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 be a sneak attack (the target can be no more than 30-feet distant

if the impromptu sneak attack is a ranged attack). The target of

the impromptu sneak attack loses any Dexterity bonus to AC, but

only against that attack. A rogue may choose to lower the sneak

attack damage he normally does in order to lower the dream point

cost to use this ability. This is a free action.

  Dream Skill (Ex): At 8th level, a rogue selects four rogue

class skills, when using the improved class skill dream point

ability in conjunction with these four class skills the rogue gains

a +2 dream bonus per dream point expenditure.At 16th level, a rogue chooses four more rogue class skills for

dream skill augmentation.

  Surreal Special Abilities (Ex): At 12th level, a rogue may

expend 10 dream points to gain an extra special ability for one

encounter. A rogue can gain access to up to three special abilities

 per encounter. This is a free action.

Sorcerer 

  Sorcerers are the embodiment of magical aptitude within the

Dream Plane. They gain access to feats of sorcery and insight into

the casting of spells that truly make them a paragon of magical

 persona.

  Feats of Sorcery (Ex): At 1st level, a sorcerer may expend 5

dream points to gain temporary access to one of the Metamagic

feats he does not currently have. This ability can also be

used to gain access to the Augment Summoning, Combat

Casting, Improved Counterspell, Iron Will, Skill Focus (for

any class skill), Spell Focus (Greater Spell Focus), or Spell

Penetration (Greater Spell Penetration). A sorcerer must meet the

 prerequisites of the feat in order to use it and its effects last only

for the duration of one encounter. A sorcerer can only access one

extra feat per encounter. This is a free action.

  Spell Templates (Ex): At 1st level, a sorcerer gains access to

two of the spell templates found in Chapter 4. Every four levels

thereafter the sorcerer gains access to two spell templates. At 8th

level and every fourth sorcerer level thereafter (12th, 16th, and

20th), a sorcerer may learn a new spell template in place of one

he already knows. In effect, the sorcerer “loses” the old spell

template in exchange for a new one.

  The spell templates gained via this ability can only be applied

to sorcerer spells.

  Sorcerer’s Sacrifice (Su): At 4th level, a sorcerer may

sacrifice spells to gain temporary dream points to power his

surreal sorcerer class features, activate the dream benefits of any

feats that appear on the above feats of sorcery list, or use spell

templates. Each spell sacrificed the sorcerer gains a number oftemporary dream points equal to ten times the level of the spell

sacrificed (5 dream points for 0-level spells). These temporary

dream points last for the rest of that encounter. This is a free

action.

  Dream Skill (Ex): At 8th level, a sorcerer selects one sorcerer

class skill, when using the improved class skill dream point

ability in conjunction with this class skill the sorcerer gains a +2

dream bonus per dream point expenditure.

At 16th level, a sorcerer chooses one more

sorcerer class skill for dream skill augmentation.

  Spontaneous Insight (Su): At 8th level,

a sorcerer can expend 5 + 5 dream points per

spell level to cast a spell on the sorcerer spell list that they do not

know. This is part of the action of casting a spell.

  Paragon of Magical Persona (Su): At 16th level, a sorcerer

may expend 80 dream points to gain a +6 dream bonus to

Charisma and a spell resistance equal to 10 + half the sorcerer’s

level + the sorcerer’s Charisma modifier (a sorcerer who already

has spell resistance may increases his spell resistance by 5 if that

would grant him a higher spell resistance) for one encounter. This

is a free action.

Familiars  Familiars have a wide range of abilities that they gain while

within the Dream Plane. Use the base statistics for the familiar of

the sorcerer or wizard’s level, but make the following changes.

  Racial Dream Traits: Spellcaster familiars would gain

racial dream traits depending upon the spellcaster’s dreamer

trait. Slumbering spellcasters have slumbering familiars, which

normally do not gain any racial dream traits, while awakened

spellcasters have awakened familiars with awakened racial traits

(see Awakened Racial Trait Guidelines in this chapter for more

details). Corporeal spellcasters have corporeal familiars, which

normally do not gain any racial dream traits. Finally, trueborn

spellcasters have either awakened or progeny familiars dependingupon which is present within a Dream Plane. If the trueborn

spellcaster has a progeny familiar they gain the progeny racial

dream traits (see Progeny Template in this chapter and Appendix

B for more details).

A spellcaster’s familiar has its own pool of dream points based

upon it Hit Dice and the spellcaster’s dreamer type.

  Fantastic Senses: A spellcaster’s familiar can expend 15

dream points to use the luck roll dream point ability when making

Listen or Spot checks. This is a free action.

  Extend Shared Spell Range (Su): A spellcaster’s familiar

can expend 5 dream points to extend the range for the share spells

familiar ability by 5 feet.

  When a spellcaster reaches 8th level, his familiar can expend

20 dream points to extend the range for the share spells ability by

15 feet.

  When a spellcaster reaches 16th level, his familiar can expend

50 dream points to extend the range for the share spells ability by

25 feet.

  Surreal Evasion: When a spellcaster reaches 8th level, his

familiar only has to expend 15 dream points to use the luck roll

dream point ability when making a Reflex saving throw. This is a

free action.

  Uncanny Spell Resistance: When a spellcaster reaches 16th

level, his familiar can expend 30 dream points to gain a +2 dream

 bonus to spell resistance for one encounter. This is a free action.

Wizard

  Wizards are capable of many exploits within their magical

fields of study while within the Dream Plane. They have an

inherent mastery over magic and are the perfect exemplars of

magical knowledge.

  Feats of Wizardry (Ex): At 1st level, a wizard may expend 5

dream points to gain temporary access to one of the wizard bonus

feats he does not currently have. This ability can also be used

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to gain access to the Augment Summoning, Combat Casting,

Improved Counterspell, Iron Will, Skill Focus (for any class

skill), Spell Focus (Greater Spell Focus), or Spell Penetration

(Greater Spell Penetration). A wizard must meet the prerequisites

of the feat in order to use it and its effects last only for the

duration of one encounter. A wizard can only access one extra

feat per encounter. This is a free action.

  Spell Templates (Ex): At 1st level, a wizard gains access to

two of the spell templates found in Chapter 4. Every four levels

thereafter the wizard gains access to two spell templates. At 8thlevel and every fourth wizard level thereafter (12th, 16th, and

20th), a wizard may learn a new spell template in place of one he

already knows. In effect, the wizard “loses” the old spell template

in exchange for a new one.

  The spell templates gained via this ability can only be applied

to wizard spells.

  Wizard’s Sacrifice (Su): At 4th level, a wizard may sacrifice

spells to gain temporary dream points to power his surreal wizard

class features, activate the dream benefits of any feats that appear

on the above feats of wizardry list, or use spell templates. Each

spell sacrificed the wizard gains a number of temporary dream

 points equal to ten times the level of the spell sacrificed (5 dream

 points for 0-level spells). These temporary dream points last forthe rest of that encounter. This is a free action.

  Dream Skill (Ex): At 8th level, a wizard selects one wizard

class skill, when using the improved class skill dream point

ability in conjunction with this class skill the wizard gains a +2

dream bonus per dream point expenditure.

  At 16th level, a wizard chooses one more wizard class skill for

dream skill augmentation.

  Inherent Mastery (Su): At 8th level, a wizard may expend 5

+ 5 dream points per spell level to prepare a spell on the wizard’s

spell list that he does not have in his spell book. This can also

 be used to prepare spells that the wizards does not have spell

mastery of when he does not his access to his spell book. This is

 part of the action of preparing a spell.  Paragon of Magical Knowledge (Su): At 16th level, a

wizard may expend 80 dream points to gain a +6 dream bonus to

Intelligence and a spell resistance equal to 10 + half the wizard’s

level + the wizard’s Intelligence modifier (a wizard who already

has spell resistance may increases his spell resistance by 5 if that

would grant him a higher spell resistance) for one encounter. This

is a free action.

School Specialization  Specialist wizards have an intricate knowledge and connection

to their chosen school in the Dream Plane. Their more focused

relationship allows them to modify spells from their school to agreater degree and grants a more pronounced mastery of spells

from their chosen school.

  Spell Templates (Ex): A specialist wizard gains access to

three of the spell templates found in Chapter 4. Every four levels

thereafter the wizard gains access to three spell templates. At 8th

level and every fourth wizard level thereafter (12th, 16th, and

20th), a wizard may learn a new spell template in place of one he

already knows. In effect, the wizard “loses” the old spell template

in exchange for a new one.

  The spell templates gained via this ability can only be applied

to wizard spells of the specialist wizard’s chosen school.

  Wizard’s Sacrifice (Su): Specialist wizards who sacrifice

spells from their school of specialization gain 5 extra temporary

dream points per spell level of the sacrificed spell, whereas

spells from other schools only grant half the normal benefit. For

example, if a illusionist sacrifices an invisibility spell he gains 30

temporary dream points, instead of 20 and if the same illusionist

sacrificed a magic missile spell he only gains 5 dream points

instead of the normal 10.

  Inherent Mastery (Su): Specialist wizards only have to

expend 2 + 2 dream points per spell level to prepare a spell,which belongs to his chosen school and appears on the wizard’s

spell list, but not in his spell book. He also must expend 10 + 10

dream points per spell level to prepare a spell, which does not

 belong to his chosen school and appears on the wizard’s spell list

 but not in his spell book.

Surreal Class Feature Guidelines

  At some point in a campaign, both players and GMs may

decide they need to create surreal class features for new, variant,

or prestige classes beyond the core classes covered in this

chapter. This sidebar provides a guideline for determining the

surreal class features beyond the eleven core classes of the PHB,and can also be used to alter the class features presented above to

fit a GMs own campaign setting.

  Brainstorming Surreal Class Features: Perhaps the most

difficult thing to do when determining surreal class features for

class not covered in the PHB is to devise a list of concepts that fit

the class in question, but are not over powered when compared to

the surreal class features presented in this chapter. To help with

this process the following guidelines have been provided:

  Guideline #1: Keep the surreal class features simple and

uniform.

  Guideline #2: Note whether the class is a spellcasting or non-

spellcasting class.

  Guideline #3: Make a list of feats that are reflective of some

aspect of the class.

  Guideline #4: Note how many skill points the class gains.

  Guideline #5: If the class has any other class features that

might be appropriate to expound upon with a surreal class

feature, list them.

  Balancing the Surreal Class Features: To help narrow

things down, use a credit system whereby a number of credits

are allotted to each class to help balance the class’s surreal class

features. The number of credits allotted should equal the one and

a half times the number of levels the class has, so a 20 level new

or variant class would have about 30 credits and a 5 level prestige

class would have around 7 or 8 credits. These credits are spentaccording to the following steps and in order:

  Step #1: (Spell Templates): A spellcasting class gains a

number of spell templates depending upon their spell progression

There are three types of spell progression: good, average, and

 poor. Clerics, druids, sorcerers, wizards and prestige classes with

spells per day increase every level have good progression and

gain two spell templates at 1st level and two more every four

levels thereafter. Bards and prestige classes with

spells per day increase every other level have

average progression and gain one spell template

at 1st level and one more every four levels

thereafter. Paladins, rangers, and prestige classes

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with spells per day increase every three or more levels have poor

 progression and gain one spell template at 4th level and one more

every four levels thereafter. For each spell template a class gains

subtract 1 credit.

  Step #2 (Dream Feats): Take the list of feats that reflect

the concepts within the class and narrow them down to fit a

 particular theme. Spellcasters should receive a much more

limited list of dream feats that they can gain temporary access

to, than non-spellcasters (which should have around 20). Classes

that have average or poor spellcasting ability should receive aslight increase in the feats they can access. There are of course

exceptions to this rule, but such exceptions should affect the

amount of credits this surreal class feature requires. Once you

have a set list determine if the feats should be linked to the

activation of a particular class feature, such as the barbarian’s

rage or bard’s bardic music or if they can be activated whenever

the player wants. Note that if the feats duration is linked to a class

feature, it must be accessible at the class’s 1st level since this is

when the classes gain access to their dream feat ability. For every

5 feats that a class can access via this ability subtract 1 credit. If

the dream feat ability is linked to a particular class feature lessen

the cost by 1 credit. If the class can gain access to more dream

feats via this ability at 12th level and 20th levels add 3 credits ifit is linked to a class feature and 5 credits if it can be activated at

any time.

  Step #3 (Dream Skills): This ability is pretty straightforward

as the class gains a number of dream skills equal to half his skill

 points at both the 8th and 16th levels. For each dream skill a class

gains subtract 1 credit.

  Step #4 (Dream Class Features): Look over the class features

and try to come up with an appropriately balanced concept for

a surreal class feature, such as the cleric’s serendipitous healing

or harming or the paladin’s remove nightmarish effect. These

surreal class features should have a dream point cost appropriate

to the level they are granted at. The cost should be at or below the

assumed dream point cap of a character who only has levels inthat particular class, thus 1st level features should cost 5 dream

 points (the normal cap for 1st level characters), while 4th level

features should cost around 20 (the cap for 4th level characters),

and so on. For each surreal class feature expanded upon subtract

2 to 6 credits.

Tip: Prestige class abilities, and monstrous special attacks

and qualities are all good places to look for inspiration for these

additional surreal class features.

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 Why Not?

themselves with the dream actions of each skill, garnering ideas

for their use in an adventure.

The Difficulty Classes of many of these dream actions are

quite high and most characters will only be able to obtain them

via the expenditure of dream points. If the GM has decided

against using dream points to modify skills, then he may choose

to use one of the alternatives presented in Appendix A instead.

  All Craft and Dream Weaving skills, have a “DP cost” that

refers to the base dream point cost a character must pay in

order to attempt to use the skill in the prescribed fashion. Listed

costs are in addition to any amount of dream points they might

 pay to increase their check result (see Introduction for moredetails). “Gold cost” refers to the amount of gold, or something

or equal value, a character must sacrifice in order to make a

created item or weave permanent. The dream point cost is paid

 before making the skill check or in the case of item creation, in

increments decided upon by the character as described under the

item creation rules. The gold cost is paid after the result of the

check with half of the gold, or item’s value, being

ruined upon a failure and all of the gold sacrificed

after success.

  When creating spell-like effects with one

of these skills character’s use their effective

“Some men see things as they are

 And ask why?

Others dream things that never were

 And ask why not?”

 ––George Bernard Shaw

  Within a dream many wondrous deeds can be done and

marvelous things can be created that cannot be achieved in the

waking world without magical means. This chapter provides

 just a scratch on the surface of all the surreal possibilities that

 populate a Dream Plane. It details supernatural skill uses,

fantastic feats, and incredible items that mark the Dream Planeand make it a unique experience for all who walk its ways.

Skill Dream Actions

  In the Dream Plane, every skill has additional dream actions

 beyond those detailed in the PHB. More elaborate dream skill

uses sometimes require more or less time, or have stipulations

governing their use. The following section lists dream

applications for standard skills along with any stipulations, action

type costs, or variant options. Players and GMs should familiarize

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character level as their caster level and provoke an attack

of opportunity. Spell-like effects are indicated by a “(Sp)”

descriptor. If no descriptor is given, the skill’s dream actions are

considered extraordinary. The spell-like and supernatural abilities

can only be used a number of times per day equal to 1 + the

character’s ranks in that skill (once per day for skills that can be

used untrained).

  Animal companions, paladin mounts, and familiars do not gain

the benefits of any spell-like ability that the character successfully

obtains through the use of a skill as the share spell ability does

not allow spell-like abilities to be shared.

  The action entry only applies to the dream actions that are

listed in the dream action section, not the uses listed in the PHB.

Some skills have dream actions that can affect the action types

that skill checks normally require, but these are listed in the

dream action section.

  A try again entry is only listed for those skills that have any

additional considerations, which need to be addressed; otherwise

the normal retry rules apply.

  GM Fiat: If characters misuse their skill dream actions to

constantly con or manipulate NPCs out of money, valuables, andthe like, GMs should remember that everything that goes around

comes around. Perhaps after the characters do this they might

meet an equally unscrupulous individual or group that might do

the same to them. Perhaps have an encounter suddenly present

itself directly after the characters expend their dream points on

the fleecing of some innocent NPC, after all this is a Dream Plane

and such unexpected encounters would be quite appropriate.

Remember that NPCs can often expend dream points on their

own actions and cause the players their own problems. Also

reputation of this sort often proceeds the characters and a group

of NPC’s might decide to teach them a lesson they will not soon

forget. If playing with backlashes you could cause a spontaneous

 backlash that is appropriately ironic. GMs have plenty of tools attheir fingertips to remind players that the frivolous misuse of their

abilities has repercussions.

Creating Dream Actions

  GMs will notice that many of the new dream actions are

 based off of spells, as such it is encouraged that GMs create

other dream actions based off of the spells they use in their own

campaigns. For purposes of the following skills section the

highest spell level used is 6th-level, though GMs should feel free

to have 7th- through 9th-level spells if they want the skills to be

able to mimic such powerful results.

When creating dream actions for skills utilize the following

rules to determine the skill check DCs or opponent’s dream bonus

to their opposed skill check.

  The DCs for unopposed skill checks are equal to 25 + 5 per

effective spell level.

  The opponent’s dream bonus to their opposed skill check is

equal to 5 + 5 per effective spell level.

 Not all dream actions follow these rules exactly,

due to balance issues, but this is a good starting

 point.

Appraise

  Dream Action: This skill not only allows you to appraise the

gold value of an item, but also its dream point cost as well. It is

the same Appraise DC as normal, but failure means you estimate

the gold and dream point cost of common and well-known items

at 50% to 150% of its actual value. The DM secretly rolls 2d6+3,

multiplies the result by 10%, multiplies the actual gold and dream

 point value by that percentage, then tells you the resulting valuefor the item. For rare or exotic items failure means you cannot

estimate the gold or dream point value of the item. Success

means you estimate the value correctly.

  Appraising dreamwrought objects requires a successful check

against DC 35, or higher. If successful, you estimate the value

correctly. Failure means you cannot estimate the item’s gold or

dream point value.

  You can tell whether an item is temporary or permanent by

making an Appraise check (DC 25).

  Quickened Appraise: You can appraise as a full-round action,

 but increase the Appraise DC by 10.

  Action: Appraising an item takes 1 minute (ten consecutive

full-round actions).

Balance

  Dream Action: You can walk upon precarious, flimsy, and

even insubstantial surfaces. Balancing on flimsy or insubstantial

surfaces is a supernatural ability.

Table 3.1: New Balance Uses

Surface DC

1–2 inches wide 20

Less than 1 inch wide 30

Surface is flimsy (fragile

 branches, water, paper)*

40

Surface is insubstantial (air, cloud,

smoke)

50

Surface is moving (running water,

moving beams)

+2 per 10 ft movement

speed of object* Or any other surface that could not normally hold your weight but is substantial

  Action: None. A balance check doesn’t require an action; it is

made as part of another action or as a reaction to a situation.

Bluff   Dream Action: In additional to the standard uses of the Bluff

skill, you can do the following:

  Conceal Alignment (Sp): You can use the Bluff skill to conceal

your alignment from all forms of divination. A successful Bluff

check (DC 30) mimics the affects of the undetectable alignment  

spell for one day. This effect does not automatically conceal

your alignment from the Sense Motive skill as it is not a form of

divination, but instead a personal assessment of you. When an

opponent is using their Sense Motive skill to detect alignment,

roll an opposed skill check with the higher check result, which

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also exceeds the DC 35 check requirement, taking precedence.

  If you beat your opponent’s Sense Motive check by 10 or

more you can create a false alignment reading, which your

opponent takes to be your real alignment.

  Conceal Surface Thoughts (Sp): With a successful Bluff

check (DC 35), you can conceal your thoughts from all forms of

divination for one day. This effect does not automatically conceal

your thoughts from the Sense Motive skill as it is not a form of

divination, but instead a personal assessment of what you are

thinking. When an opponent is using their Sense Motive skill todetect thoughts, roll an opposed skill check with the higher check

result, which also exceeds the DC 35 check requirement, taking

 precedence.

If you beat your opponent’s Sense Motive check by 10 or

more you can create false thought reading, which your opponent

takes to be your real surface thoughts.

  Confusing Talk (Sp): You can use Bluff to cause an opponent

to be confused for one round. The target gains a +10 dream bonus

to their Sense Motive check and if they fail they are treated as if

a lesser confusion spell (Will save 11 + your Charisma modifier

negates) has been cast on them.

Confusing Talk, Mass (Sp): You can use Bluff to cause

opponents to be confused. The targets gain a +20 dream bonus totheir Sense Motive check and if they fail they are treated as if a

confusion spell (Will save 13 + your Charisma modifier negates)

has been cast on them.

 Dazing Talk (Sp): You can use Bluff to cause a moment of

indecision in a humanoid opponent with less HD than you and

daze them for one round. The target gains a +10 dream bonus to

their Sense Motive check and if they fail they are treated as if a

daze spell (Will save 11 + your Charisma modifier negates) has

 been cast on them.

You may use this ability against non-humanoids, but the target

gains a +20 dream bonus to their Sense Motive check.

  Fast Talk: You can use the confusing and dazing talk dream

actions as free actions, but suffer a -20 on your check.  Improved Feinting in Combat: You can even affect

nonintelligent creatures but suffer a -20 penalty to your Bluff

check.

   Fast Feint: You can make a feint in combat as a free action,

 but suffer a -10 on your check.

  Other Bluff Uses: You can also use bluff to deliver whispered

and telepathic messages.

Table 3.2: New Bluff Uses

Task DC

Message 25

Telepathy 50

  Message (Sp): As per the spell.

  Telepathy (Su): You gain telepathy 100 feet for one hour.

  Action: Varies. A Bluff check made as part of the conceal

alignment, conceal thoughts, confusing talk, dazing talk,

message, or telepathy dream actions are full-round actions.

A Bluff check made to feint in combat against nonintelligent

creatures is a standard action.

Bluff and Dream Marks

  If using the dream mark variant the Bluff skill has additional

uses as detailed below:

  Secret Dream Messages (Su): You can also use Bluff to leave

secret messages embedded in your dream marks.

Table 3.3: Bluff Message Type

Message Type DC

Basic Message (no more than 10 words) 15

Complex Message (no more than 50

words)

30

Easy to Decipher +0

Difficult to Decipher +10

Keyed +20

  Viewer’s Check Modifier: The viewer gains bonuses or

 penalties to his check as described in the table below.

Table 3.4: Viewer ModifiersViewer ModifierViewer only casually reviews the

dream mark 

 –2

Creator of dream mark not known

to viewer 

 –2

Creator of dream mark somewhat

known to viewer 

+0

Creator of dream mark intimately

known to viewer 

+2

  Keyed (Su): You can key the message to a particular viewer,

though you must have seen and studied that person’s dream mark

(at least for ten minutes) in order to do this. Keyed messages

automatically reveal themselves to the particular viewer it is

keyed to.  The GM makes the check secretly so you are not sure how

well you have established the message, though you can attempt to

decipher your own message in order to make sure you have been

successful. In order to interpret a dream mark message correctly

the viewer must successfully make an Sense Motive check

against the DC that was used to create the dream mark message

in the first place. The viewer also gains bonuses or penalties to

your or you check as described in the table below.

  Whether trying to implant or interpret a message, a failure by

5 or more points by either side means that some false information

has been implied or inferred.

  Action: Varies. A full-round action for every 10 words placed

within or deciphered from a dream mark message.

  Try Again: Generally, retries are allowed when trying to leave

a message, but not when receiving or intercepting one. Each retry

carries the chance of miscommunication.

  Special: If the target’s Sense Motive check succeeds against

one of your bluff talk abilities, then it recognizes what you were

attempting and cannot be affected by your bluff talk abilities for

one day. This also typically moves the target’s

attitude towards you one step closer to enemy, if it

is not already there.

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Climb

  Dream Action: You can climb upon perfectly flat vertical

surfaces and ceilings, made of everything from flimsy to

insubstantial materials. All of the below are supernatural abilities,

except the movement modifier.

Table 3.5: New Climb Uses

Example DCA perfectly smooth, flat, vertical

surface.

30

A perfectly smooth, flat, overhang

or ceiling.

40

Material being climbed is

flimsy (Fragile branches, paper,

waterfall)*

40

Material being climbed is

insubstantial (air, cloud, smoke)

50

Surface is moving (waterfall,

moving gears)

+2 per 10 ft movement

speed of object* Or any other surface that could not normally hold your weight but is substantial.

  Rapid Climbing: You can climb his or her speed as a move-

equivalent action, or double his or her speed as a full-round

action (requiring two Climb checks), but the character takes a –20 penalty on your check.

  Action: Climbing is part of movement, so it’s generally part

of a move action (and may be combined with other types of

movement in a move action). Each move action that includes any

climbing requires a separate Climb check.

Concentration

  Dream Action: You can use this skill to maintain

concentration in the face of other distractions while using the

Dream Weaving skill. The table below summarizes various types

of distractions that cause you to make a Concentration check

while attempting to use the Dream Weaving skill:

Table 3.6: New Concentration Uses

Distraction DC

Weather is a high wind carrying blinding rain or sleet. 5 + effective level*

Weather is wind-driven hail, dust, or debris. 10 + effective level*

Vigorous motion (on a moving mount, bouncy wagon ride, small boat in rough

water, below decks in a storm-tossed ship).

10 + effective level*

Injury by an attack of opportunity or readied attack made in response to a

dream weave.

10 + damage dealt +

effective level*Suffering automatic continuous damage 10 + half of continuous damage + effective level*

Damaged by spell or dream weave. 10 + damage dealt +

effective level*Weaver entangled. 15

Violent motion (galloping horse, very rough wagon ride, small boat in rapids,

on deck of storm-tossed ship).

15 + effective level*

Weaving defensively (so as not to provoke attacks of opportunity). 15 + effective level*

Grappling or pinned. (Can only create dream weaves affected by the Still

Weave feat.)

20 + effective level*

Affected by earthquake spell or dream weaved earthquake. 20 + effective level*

Weather caused by spell or dream weave, such as storm of vengeance (same as

distracted by nondamaging spell).

Distracting spell’s save DC + effective level*

Distracted by nondamaging spell or dream weave. (If the spell or dream weave

allows no save, use the save DC it would have if it did allow a save.)

Distracting spell’s save DC + effective level*

* Effective level is equal to the level of the spell being mimicked by the Dream Weaving skill, or when making a unique effect use whatever level the GM determines.

  Cast or Weave While being Grappled: You can cast spells

or make dream weaves with somatic components even while

grappled by making a Concentration check (DC 30 + effective

spell level).

  Action: None. Making a Concentration check doesn’t take an

action; it is either a free action (when attempted reactively) or

 part of another action (when attempted actively).

  Special: The Combat Casting feat grants a +4 bonus to

Concentration checks made while using the Dream Weaving skill

on the defensive (works exactly like casting on the defensive).

Variant: If using the Backlash variant, if you fail fails your

Concentration check add +1 to the Backlash check Difficulty

Class per point you failed your Concentration check.

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Craft

  Dream Action: The Craft skill allows you to make temporary

items out of pure thought using dream points or permanent items

out of a mixture of dream points and gold. The DC and dream

 point cost depend on the difficulty of creating an item, its size,

its material, and any enhancements it has. Temporary items are

created via pure thought and last for one day, whereas items

created with the aid of gold become permanent. The following

table details the base DC and cost of creating items bothtemporary and permanent.

Table 3.7: Summon Item DCs and DP Costs

Item Type Craft Type DC Base DP Cost per Item*Armor, Shield Armorsmithing 10 + AC bonus 1 + 1 per AC bonusLongbow, Shortbow Bowmaking 12 2Longbow or Shortbow, Composite Bowmaking 15 3Mighty bow Bowmaking 15 + (2 x Str bonus) 3 + 1 per Str bonusArrows (10) Bowmaking 10 1Crossbow Weaponsmithing 15 3Crossbow, hand Weaponsmithing 18 5Crossbow, repeating Weaponsmithing 22 8Bolt (10) Weaponsmithing 10 1Bolt Clip (5) Weaponsmithing 12 2Bullet (10) Weaponsmithing 5 1Simple melee or thrown weapon Weaponsmithing 12 1Martial melee or thrown weapon Weaponsmithing 15 3

Exotic melee or thrown weapon Weaponsmithing 18 5Simple Item Varies 5 1Typical Item Varies 10 2High-quality Item Varies 15 3Complex or Superior Item Varies 20 5Simple Structure Varies 5 2Typical Structure Varies 10 4High-quality Structure Varies 15 6Complex or Superior Structure Varies 20 10

* These costs are modified by object size, material, and enhancements.

  Material Modifiers: After determining the base dream points

apply the material modifiers according to the following table:

Table 3.8: Material Modifiers

Material Type* DP Cost per ItemFragile (paper, rope, ice) x 0.5

Glass, leather, or fragile andwood mix

+0

Wood +1Fragile and stone mix +1Wood and stone mix +2Stone or 

fragile and metal mix

+3

Wood and metal mix +4Stone and metal mix +6Metal

(iron, lead, steel)

+8

Special material 1/25th the special material’s

item cost modifier in gp* Use the mixed categories when an item is made up of near equal parts of two

different substances.

  Size Modifiers: After determining the material modified dream

 points apply the size modifiers according to the following table:

Table 3.9: Size Modifiers

Object size* DP Cost per ItemDiminutive to Fine Objects x 0.5

Tiny Object +0Small Object +0Medium-size Object +1Large Object +2Huge Object +4Gargantuan Object +8Colossal Object +16

* Use the size category of the object (such as dagger size being tiny and

quarterstaff being large) with the exception that structures use the following

guideline: Tiny structures are up to 1 foot cubed. Small structures are up to 2 feet

cubed. Medium-sized structures are up to 5 feet cubed. Large structures are up to

10 feet cubed. Huge structures are up to 15 feet cubed. Gargantuan structures are

up to 30 feet cubed. Colossal structures are up to 50 feet cubed. Those structures,

which are larger than 50 feet cubed require +16 dream points and +16 gold for

each 50-foot cube beyond the first.

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  Enhancement Modifiers: After determining the size modified

dream points cost from the above categories apply enhancement

modifiers, if any, according to the following table:

Table 3.10: Masterwork Modifiers

Enhancements Craft Type DC DP Cost per Item Gold Cost*Masterwork, Item Varies +5 +2 +50 gpMasterwork, Armor Armorsmithing +5 +6 +150 gpMasterwork, Structure Varies +5 +10 +250 gpMasterwork, Weapon Weaponsmithing +5 +12 +300 gp

* Only apply these extra gold costs to permanent items.

   Dreamwrought Modifiers: The following are special Dream

Plane only enhancements and include the additional gold cost

of creating such items. The following enchantments can only be

 placed upon dreamwrought items.

Table 3.11: Dreamwrought Modifiers

Enhancements Craft Type DC DP Cost per Item Gold CostAnimated, object Varies +5 +400 +10,000 gpDreamwrought,

Tools

Varies +20 +6 +150 gp

Dreamwrought,

Traps

Trapmaking +20 +6 +150 gp

Dreamwrought,

Armor 

Armorsmithing +20 +18 +450 gp

Dreamwrought,Structure

Varies +20 +30 +750 gp

Dreamwrought,

Weapon

Weaponsmithing +20 +36 +900 gp

Flying Objects Varies +10 See text See textIntelligent, object Varies +10 See text See textPermanent Varies +10 Double the DP cost of item being created Market price value in gp

  Summon Items (Sp): You can create these items without raw

materials and out of thin air.

 Dreamwrought Items: See Equipment section for more details

on dreamwrought items and their characteristics.

  Making Items Permanent: You can create a permanent item

if you add +10 to the DC, double the dream point cost, and

sacrifice an amount of gold equal to the item’s base price plus any

enhancements.  Repairing Items: You can repair an item at the same DC that

it takes to make it in the first place. The dream point cost of

repairing an item is one-fifth the item’s total dream points cost,

minimum of 1 DP. When repairing a permanent item you must

 permanently sacrifice one-fifth of the gold cost to create the item

needed to repair the item, else the repairs are temporary and only

last till the next turning.

  Quick Creation: You can use the summon item dream action

as a free action when creating temporary items, but you take a

 –10 penalty on your check.

  Action: Varies. Creating temporary items takes a full-round

action and the dream point cost must be paid in full at the time

of creation. The time needed to create a permanent item depends

upon the amount of dream points the item costs and how fast the

creator wants to infuse the item with dream points. This process

can take anywhere from a full-round action to many days and is

only complete once all of the raw material, gold, and dream point

costs are paid. You must expend at least 40 dream points per

day upon a permanent item you are creating until it is finished,

otherwise it is ruined. Each time you expend

dream points to progress an item requires a new

Craft check to ensure successful infusion.

  You may take 10 on your Craft check, but

may not take 20.

Try Again: Yes, but each failure means the dream points spent

on the attempt to create or progress an item are lost. Also if you

were attempting to create a permanent item, each failure by 15 or

more ruins one-half of the gold needed to create the item.

  Special: You do not need equipment to make an item in the

Dream Plane, though such equipment grants a +2 dream bonus

to your check as it puts you into the right mindset. This dream

 bonus stacks with any equipment bonus you might have as

holding such items focuses you upon the task at hand.

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Craft (Alchemy)

  Dream Action: You can create temporary alchemical items

are created via pure thought and dream points last until the

turning of the day, whereas alchemical items created with the aid

of gold become permanent and can survive the turning of the day.

The following table details the base DC and cost of creating items

 both temporary and permanent:

Table 3.12: Craft (Alchemy) DCs and DP CostTask DC DP CostCreate Typical Alchemical Item (Acid) 15 1Create High-Quality Alchemical Item

(Alchemist’s Fire, Smokestick, or

tindertwig)

20 2

Create Complex Alchemical Item

(Antitoxin, sunrod, tanglefoot bag, or

thunderstone)

25 3

  Creating Alchemical Item (Sp): You can create these items

without raw materials and out of thin air.

  The following are special Dream Plane-only enhancements

(except the entry for masterwork) and include the additional goldcost of creating such items. The following enchantments cannot

 be placed upon temporary items.

Table 3.13: Craft (Alchemy) Modifiers

Task DC DP Cost Gold CostCreate Masterwork

Alchemical Item

+5 +2 +50*

Create Dreamwrought

Alchemical Item

+20 +6 +150

Distill Emotion (despair, fear,

friendship, hate, hope, rage)

40 42 1,050

  Create Masterwork Alchemical Item: A masterwork

alchemical item gains one of the following benefits: +2 dream

 bonus to hit point damage of direct hits and +1 to splash damage

(acid and alchemist’s fire), area of affect is increased by one-half

(sunrod), the DC is raised by 5 (tanglefoot bag or thunderstone,

or it gains a +5 dream bonus to the alchemical bonus (antitoxin).

  Create Dreamwrought Alchemical Item: See Equipment

section for more details on dreamwrought alchemical items and

their characteristics.

  Distill Emotion: By concentrating on a specific emotion you

can create a flask of distilled emotion and use them as poisons or

grenade-like weapons. See the end of this chapter for more details

on the effects of distilled emotions.

  Making Items Permanent: You can create a permanent item

if you add +10 to the DC, double the dream point cost, and permanently sacrifice an amount of gold equal to the item’s base

 price plus any enhancements.

  Special: You do not need alchemical equipment to make an

item or identify it in the Dream Plane, though such equipment

grants a +2 dream bonus to your check as it puts you into the

right mindset. This dream bonus stacks with any equipment

 bonus you might have as holding such items focuses you upon

the task at hand.

Decipher Script

  Dream Action: You can decipher and even erase magical and

mundane writings.

Table 3.14: New Decipher Uses

Task DCRead Magic 25Comprehend Languages, written only 30Erase 30Illusory Script 40

Secret Page 40

  Read Magic (Sp): As per the spell.

  Comprehend Languages (Sp): As per the spell, except it only

works on written language.

  Erase (Sp): As per the spell.

  Illusory Script (Sp): As per the spell.

  Secret Page (Sp): As per the spell.

  Speed Reading: You can read one page as a full-round action,

 but suffer a –10 penalty on your check.

  Action: The spell-like abilities all require a full-round action.

  Try Again: Yes, but only for the spell-like abilities.

Diplomacy

  Dream Action: You can use this skill to charm and make

suggestions to other creatures by speaking to them.

  Diplomatic Calm (Sp): You can use your Diplomacy check

to calm emotions of any non-animal. The target gains a +15

dream bonus to their Diplomacy check. If the target fails their

Diplomacy check they are treated as if a calm emotions spell

(Will save 12 + your Charisma modifier negates) has been cast on

them.

 Diplomatic Charm (Sp): You can use your Diplomacy check

to charm humanoid creatures. The target gains a +10 dream bonus

to their Diplomacy check. If the target fails their Diplomacy

check they are treated as if a charm person spell (Will save 11 +

your Charisma modifier negates) has been cast on them.

You may use this ability against non-humanoids, but the target

gains a +25 dream bonus to their Sense Motive check.

  Diplomatic Charm, Mass (Sp): You can use your Diplomacy

check to charm multiple opponents. Targets gain a +35 dream

 bonus to their Diplomacy check. Any targets that fail their

Diplomacy check are treated as if a mass charm monster  spell

(Will save 16 + your Charisma modifier negates) has been cast on

them.

 Diplomatic Suggestion (Sp): You can use your Diplomacy

check to place a suggestion in another creature’s head. The target

gains a +15 dream bonus to their Diplomacy check. If the targetfails their Diplomacy check they are treated as if a suggestion 

spell (Will save 12 + your Charisma modifier negates) has been

cast on them.

 Diplomatic Request, Greater (Sp): You can use your

Diplomacy check to put an opponent under a geas. The target

gains a +35 dream bonus to their Diplomacy check. If the target

fails their Diplomacy check they are treated as if a geas spell has

 been cast on them.

 Diplomatic Request, Lesser (Sp): You can use

your Diplomacy check to put an opponent with 7

HD or less under a lesser geas as per the spell. The

target gains a +20 dream bonus to their Diplomacy

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check. If the target fails their Diplomacy check they are treated

as if a lesser geas spell (Will save 13 + your Intelligence modifier

negates) has been cast on them.

  Hasty Diplomacy: You can use the diplomatic dream actions

as a free action, but suffer a –20 penalty on your check.

  Action: Full-round actions.

  Special: If the target’s Diplomacy check succeeds against one

of your diplomatic abilities, then it recognizes what you were

attempting and cannot be affected by your diplomatic abilities for

one day. This also typically moves the target’s attitude towardsyou one step closer to enemy, if it is not already there.

Disable Device

  Dream Action: You can disable devices with increased speed.

The following table provides a list of trap types, the reduced

speed for disabling them, and the DC increase for the reduced

times:

Table 3.15: Disable Device Reduced Speed

Task Reduced Time DCDisable simple device Free action +20Disable typical device Standard action +25Disable intricate device Full-round action +30Disable complex device Full-round action +35

  Enhancement Modifiers: Some devices might be enhanced and

have a higher DC than normal. Use the following to modify the

Disable Device DC for such devices:

Table 3.16: Enhancement Modifiers

Device DC*Masterwork* +5Dreamwrought* +10

* These bonuses apply to traps created via the Craft (Traps) skill.

  Other Disable Device Uses: Disable device can also be used

to disable devices from a distance and find critical weaknesses

within the designs of a construct.  Ranged Legerdemain: You can increase the Difficulty Class

 by 20 to perform a Disable Device check at a range of 30 feet.

You cannot take 10 on this check. Any object to be manipulated

must weigh 5 pounds or less.

  Critical Weakness (Su): Any critical threat dealt to a construct

allows you to make a Disable Device check (DC 40). If the check

is successful, you ignore the constructs immunity to critical hits

and roll for confirmation and critical damage as normal.

Disguise

  Dream Action: You have the ability to change the appearanceof yourself and others.

Table 3.17: New Disguise Uses

Task DCDisguise Self 30Alter Self 35Polymorph (self only) 45Seeming 50

  Disguise Self (Sp): As per the spell.

  Alter Self (Sp): As per the spell.

  Polymorph (Sp): As per the spell, except it

can only be used on yourself.

  Seeming (Sp): As per the spell.

  Action: Full-round action.

Escape Artist

  Dream Action: You can escape spells that normally restrict

movement and even squeeze through extremely tight spaces.

Table 3.18: New Escape Artist Uses

Restraint DCMagical restraint (i.e. binding,

hold person, hold monster, web)

25 + (5 x spell level)

Dreamwrought manacles 40Freedom of Movement 45Extremely tight space 50

  Magical Restraints (Su): You may use this skill to escape

spells that impede motion.

  Freedom of Movement (Sp): As per the spell.

  Extremely Tight Space: This is the DC for getting through a

space when one’s head shouldn’t even be able to fit; this can be

as small as 2 inches square for Medium-size creatures. Halve this

limit for each size category less than Medium-size; double it for

each size category greater than Medium-size. If the space is long,

such as in a chimney, multiple checks may be called for.

  Quickened Escape: You may make an Escape Artist check to

escape from rope bindings, manacles, or other restraints (except

a grappler) as a full-round action, but suffer a –10 penalty on

your check. You may make an Escape Artist check from a net or

an animate rope, command plants, control plants, or entangle or

any other magical restraint spell is as a move action, but suffer a

 –10 penalty on your check. You may escape from a grapple or pin

as a free action. but suffer a –10 penalty to your check. You may

make an Escape Artist check to squeeze through a tight space as a

full-round action, but you suffer a –10 penalty on your check, and

may have to make multiple checks if the space is long, such as in

a chimney.  Action: Making an Escape Artist check to escape from

magical restraints or gaining freedom of movement requires a

full-round action. Squeezing through an extremely tight space

takes at least 1 minute, maybe longer, depending on how long the

space is.

Forgery

  Dream Action: You can use this skill to embed commands

and suggestions within a written document. This is done as you

write the forgery and can only affect creatures that might hold the

supposed writer of the forged document to hold some authority

over them.

  Embedded Geas (Sp): You can use your Forgery check to put

an opponent who reads the forgery under a geas as per the spell.

The target gains a +35 dream bonus to their Forgery check. Note

that this bonus stacks with any bonus from the forgery demanding

something risky of the target or something contradictory to

 previous knowledge, procedure, or orders. If the target fails their

Forgery check they are treated as if a geas spell has been cast on

them.

 Embedded Greater Command (Sp): You can use your Forgery

check to make a greater command , as per the spell, against an

opponent who reads the forgery. The target gains a +30 dream

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 bonus to their Forgery check. Note that this bonus stacks with any

 bonus from the forgery demanding something risky of the target

or something contradictory to previous knowledge, procedure,

or orders. If the target fails their Forgery check they are treated

as if a greater command  spell (Will save 15 + your Intelligence

modifier negates) has been cast on them.

 Embedded Lesser Geas (Sp): You can use your Forgery check

to put an opponent with 7 HD or less who reads the forgery under

a lesser geas, as per the spell. The target gains a +20 dream bonus

to their Forgery check. Note that this bonus stacks with any

 bonus from the forgery demanding something risky of the target

or something contradictory to previous knowledge, procedure, or

orders. If the target fails their Forgery check they are treated as

if a lesser geas spell (Will save 13 + your Intelligence modifier

negates) has been cast on them.

 Embedded Suggestion (Sp): You can use your Forgery check

to make a suggestion, as per the spell, against an opponent who

reads the forgery. The target gains a +15 dream bonus to their

Forgery check. Note that this bonus stacks with any bonus from

the forgery demanding something risky of the target or something

contradictory to previous knowledge, procedure, or orders. If the

target fails their Forgery check they are treated as if a suggestion spell (Will save 12 + your Intelligence modifier negates) has been

cast on them.

  Forge Document without Sample: You can forge a document

without having seen a similar document or having a sample of the

handwriting to be copied, but the reader gains a +20 dream bonus

to their Forgery check. Note that this bonus stacks with any

 bonus from the forgery demanding something risky of the target

or something contradictory to previous knowledge, procedure, or

orders.

  Speed Writing: You can forge one page as a full-round action,

 but suffer a –20 penalty on your check.

  Action: None. Embedding a geas or suggestion is made as

 part of forging a document.  Special: A single forgery can affect up to your HD worth of

creatures before it loses its embedded power. If used against a

creature with more HD than you it has no effect and its power is

wasted. If the target’s Forgery check succeeds against one of your

embedded abilities, then it recognizes what you were attempting

and cannot be affected by your embedded abilities for one day.

This also typically moves the target’s attitude towards you one

step closer to enemy, if it is not already there.

Forgery and Dream Marks

  If using the dream mark variant the Forgery skill hasadditional uses as detailed below:

  Forging Another’s Dream Mark (Su): To forge a dream mark

you must have examined that creature’s dream mark for at least

ten minutes and make a Forgery check with a penalty equal

to 10 + the effective character level and Charisma modifier of

the creature who is having their dream mark forged. Thereafter

whenever you would normally leave a dream mark you can leave

a forgery of that creature’s dream mark behind instead. You can

only keep a repertoire of other creature’s dream marks equal

to your Intelligence modifier (minimum 1). You may “lose”

knowledge of a creature’s dream mark at any time and gain a new

one.

  The GM makes the check secretly so you are not sure how

good the forgery is. You don’t need to make a check until

someone examines the work. This Forgery check is opposed by

the Forgery skill of the person who examines the dream mark for

authenticity.

Viewer’s Check Modifier: The viewer gains bonuses or

 penalties to his Forgery check as described in the table below:

Table 3.19: Viewer ModifiersCondition ModifierViewer only casually reviews the dream

mark 

 –2

Dream mark not known to viewer –2Dream mark somewhat known to viewer +0Dream mark intimately known to viewer +2

  Action: One full-round action to place a forged dream mark

 per effective character level of the creature that is having their

dream mark forged.

  Try Again: Usually, no. A retry is never possible after a

 particular reader detects a particular forgery. But the dream mark

created by the forger might still fool someone else. The result

of a Forgery check for a particular dream mark must be used for

every instance of a different reader examining it. No reader can

attempt to detect a particular forgery more than once; if that one

opposed check goes in favor of the forger, then the reader can’t

try using your own skill again, even if he’s suspicious about the

dream mark.

Gather Information

  Dream Action: You can get a general idea of whether you

should take a certain action or provide information about the

legends that surround an important person, place, or thing by

simply observing your surroundings for a brief moment and

watching for signs hidden within the Dream Plane. Use thefollowing table to determine DC:

Table 3.20: New Gather Information Uses

Task DCAugury 35Divination 45Legend Lore 50Vision 60

  Augury (Sp): As per the spell.

  Divination (Sp): As per the spell.

  Legend Lore (Sp): As per the spell.

  Vision (Sp): As per the spell.

  Action: Varies. One minute, except for vision, which only

takes a standard action.

  Try Again: Yes, but not until the next day if pursuing the

same type of information.

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Handle Animal

  Dream Action: You can use the Handle Animal skill to calm

and dominate animals, call forth animal messengers, and make

animals enter a trance-like state.

Table 3.21: New Handle Animal Uses

Task DCCalm Animal 30Charm Animal 30

Speak with Animals 30Animal Messenger 35Animal Trance 35Dominate Animal 40

  Calm Animal (Sp): As per the spell.

  Charm Animal (Sp): As per the spell.

  Speak with Animals (Sp): As per the spell.

  Animal Messenger (Sp): As per the spell.

  Animal Trance (Sp): As per the spell.

  Dominate Animal (Sp): As per the spell.

  The character can handle creatures other than animals, and can

teach or train in much less time than normally required.

Table 3.22: Rearing and Training Non-Animals

Task Time DCRear magical beast 1 year 20 + HD of magical beastTrain magical beast 2 months 30 + HD of magical beastRear vermin 6 months 25 + HD of verminTrain vermin 2 months 40 + HD of verminRear other creature Varies 30 + HD of creatureTrain other creature 2 months 50 + HD of creature

 Rear/Train Magical Beast: You can rear and train magical

 beasts according to the normal Handle Animal rules.

  Rear/Train Vermin: You can rear and train vermin according

to the normal Handle Animal rules.

  Rear/Train Other Creatures: You can rear and train other

types of creatures according to the normal Handle Animal rules.

Table 3.23: Reduced Teaching/Training Time

Reduce Teaching/Training to . . . DC Modifier1 month +101 day +201 hour +301 minute +40

  Reduce Teaching/Training: Normally, teaching or training a

creature requires two months of time. A character can accelerate

the process of teaching or training a creature, reducing the time

required to the listed time, by adding the DC modifier to the base

DC for teaching or training the creature. A character can’t reduce

the required time to less than 1 minute.

  Action: The spell-like abilities are full-round actions.

Heal

  Dream Action: You can use the Heal skill to cure wounds and

other ailments.

Table 3.24: New Heal Uses

Task DCCure Wounds 25 + (5 per spell level)Remove Blindness/

Deafness

Spell DC + 30

Remove Paralysis Spell DC +30 Neutralize Poison Poison’s DC + 30Remove Disease Disease’s DC + 30Lesser Restoration 35Restoration 45Regenerate 60

  Cure Wounds (Sp): You can mimic the affects of one of the

following cure spells: cure minor wounds, cure light wounds,

cure moderate wounds, cure serious wounds, and cure critical

wounds and their mass versions.

  Lesser Restoration (Sp): As per the spell.

  Remove Blindness/Deafness (Sp): As per the spell.

  Remove Paralysis (Sp): As per the spell.

  Neutralize Poison (Sp): As per the spell.

  Remove Disease (Sp): As per the spell.  Restoration (Sp): As per the spell.

  Regenerate (Sp): As per the spell.

  Quickened Care: You may make a Heal check to perform first

aid, treating caltrop wounds, treating poison as a move action, bu

suffer a –10 penalty on your check. You may make a Heal check

to perform the abovementioned spell-like abilities as standard

actions, but suffer a-10 penalty on your check. You may also treat

disease or tend a creature wounded by a spike growth or spike

 stones spell as a full-round action, but suffer a –10 penalty on

your check.

Action: Full-round action.

Hide

  Dream Action: You can use this skill to hide even while being

observed.

  Hide While Being Observed (Su): You can use the Hide skill

even while being observed, but at a –20 penalty to your Hide

check. This ability fools see invisibility and is unaffected by the

invisibility purge spell, but does not thwart the true seeing  spell.

  Other Hide Uses: You can also use the Hide skill to blur and

even make yourself invisible.

Table 3.25: New Hide Uses

Task DCBlur, self only 35Invisibility, self only 40

 Nondetection, self only. 40Invisibility, Greater, self only 50Mislead, self only 55

  Blur (Sp): As per the spell, self only.

  Invisibility (Sp): As per the spell, self only.

  Nondetection (Sp): As per the spell, self only.

  Invisibility, Greater (Sp): As per the spell, self only.

  Mislead (Sp): As per the spell, self only.

  Hide Another: By accepting a –20 penalty on your Hide

check, you can hide another adjacent creature whose size is

no more than one category larger than your own. Modifiers to

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the check for the size of the creature still apply, as do all other

 penalties, including those for moving faster than half speed.

Likewise, you can only hide another creature when it is not under

direct observation by a third party. The creature you hide remains

hidden until it is spotted or it takes some other action that breaks

its concealment, as normal.

Action: The spell-like and hide another abilities require a move

action.

Intimidate

  Dream Action: You can use the Intimidate skill to unsettle

and even frighten others. To use Intimidate in this manner you

add the following modifiers to the level check’s DC.

Table 3.26: New Intimidate Uses

Task Level Check Modifier*Cause Fear +10Command +10Scare +15Unsettling Presence (individual) +15Command, Greater +20Fear +25Frightful Presence (individual) +25Unsettling Presence (30 ft. radius) +25

Frightful Presence (30 ft. radius) +35Repulsion +35* An opponent may expend 2 dream points to gain a +1 dream bonus to their level

check against the Intimidate skill.

  Cause Fear (Sp): As per the spell.

  Command (Sp): As per the spell.

  Scare (Sp): As per the spell.

  Unsettling Presence (Su): With a successful Intimidate check

you force a target within 30 feet that has less Hit Dice than you

to make a Will save (DC 10 + 1/2 your HD + your Charisma

modifier) or become shaken for a number of rounds equal to your

effective character level. If their Will save is successful, the target

is immune to your unsettling presence for one day.

When using the radius effect all opponents within 30 feet mustmake a Will save or become shaken.

  Command, Greater (Sp): As per the spell.

  Fear (Sp): As per the spell.

  Frightful Presence (Su): With a successful Intimidate check

you force a target within 30 feet has less Hit Dice than you

to make a Will save (DC 10 + 1/2 your HD + your Charisma

modifier) or become frightened for a number of rounds equal to

your effective character level. If their Will save is successful, the

target is immune to your unsettling presence for one day.

When using the radius effect all opponents within 30 feet must

make a Will save or become frightened.

  Repulsion (Sp): As per the spell.

  Instant Intimidation: You can use the Intimidate skill’s dreamactions as free actions, but suffer a -20 on your check.

  Action: The spell-like and unsettling or frightful presence

abilities require full-round actions.

  Try Again: Generally, retries do not work. Even if the initial

check succeeds, the other character can only be intimidated so

far, and a retry doesn’t help. If the initial check fails, the other

character becomes more firmly resolved to resist the intimidator,

and a retry is futile.

Jump

  Dream Action: You can use this skill to levitate and even fly.

Table 3.27: New Jump Uses

Task DCLevitate, self only 30Fly, self only 40Overland Flight, self only 50

  Levitate (Sp): As per the spell, self only.

  Fly (Sp): As per the spell, self only.

  Overland Flight (Sp): As per the spell, self only.

  Action: None. A Jump check is included in your movement,

so it is part of a move action. If you run out of movement mid-

 jump, your next action (either on this turn or, if necessary, on

your next turn) must be a move action to complete the jump.

Knowledge

  Dream Action: You can use this skill to gain insight into an

action that relates to your Knowledge skill.

Table 3.28: New Knowledge UsesTask DCAugury, related to Knowledge skill only 35Divination, related to Knowledge skill only 45

  Knowledge Augury (Sp): As per the spell, except the augury

must relate to your chosen Knowledge skill.

  Knowledge Divination (Sp): As per the spell, except the

divination must relate to your chosen Knowledge skill.

  Improve Synergy Bonus: You can also improve the synergy

 bonus your Knowledge skill grants for one hour.

Table 3.29: Greater Synergy Bonuses

Synergy Modifier Minimum Knowledge Ranks DC

+3 10 20+4 15 30+5 20 40

  Action: The spell-like abilities are full-round actions, while

the greater synergy ability is part of whatever action that the

synergy bonus affects.

  Special: If you have 5 or more ranks in a Knowledge skill,

you gain a +2 synergy bonus to a designated skill or class ability

related to the Knowledge skill. The GM is the final arbiter of

what is or is not related to a particular Profession skill, however

it is encouraged that the GM find at least one skill to grant the

synergy bonus to even if only in particular circumstances.

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Listen

  Dream Action: With a successful Listen check you can ignore

weather effects upon your hearing, hear through silence, and

much more.

Table 3.30: New Listen Uses

Tasks DCBecome wary of an illusion with

an audio effect

25 + (5 per spell level)

Hear sound through silence effect 35Clairaudience 40Blindsense 60 feet 45Blindsight 30 feet 55

  Become Wary of an Illusion with Audio Effects (Su): This is

a reaction to being exposed to an auditory illusion and does not

use an action. Upon a successful check you gain a +4 to your Will

disbelief save. This does not work on illusions without auditory

elements, such as silence spells.

  Hear Sound through Silence Effect (Su): This allows you to

hear sounds even when they would normally be suppressed by a

 silence spell, spell-like, or supernatural effect.

  Clairaudience (Sp): As per the clairaudience/clairvoyance 

spell, but you can only hear what is going on in a particularlocation.

   Blindsense (Su): You gain blindsense 60 feet for one

encounter.

   Blindsight (Su): You gain blindsight 30 feet for one encounter.

  Action: Varies. Every time you have a chance to hear

something in a reactive manner (such as when someone makes a

noise or you move into a new area), you can make a Listen check

without using an action. Trying to hear something you failed to

hear previously is a move action.

Move Silently

  Dream Action: You can move without making a sound.

Silence (Sp): With a successful Move Silently check (DC 35)

you move as if you are under the effects of a silence spell, except

the silence only affects you. While under the effects of this ability

you do not make a sound when you move nor can you speak.

  Selective Silence (Su): With a successful Move Silently check

(DC 50) you move as if you are under the effects of a silence 

spell, except the silence only affects you. While under the effects

of this ability you do not make involuntary sound when you

move, though you may talk and make noise if you wish.

Open Lock 

  Dream Action: You can open locks faster.

Table 3.31: New Open Lock Uses

Task DCOpen a masterwork lock +5Open a Dreamwrought lock +10Open a lock as a standard action +10Open a lock as free action +20

  Other Open Lock Uses: You can also use this

skill to open a lock without thieves’ tools and

even keep a lock from being opened by someone

other than yourself.

Table 3.32: Open Lock without Tools

Task DCRanged Legerdemain +20Open/Close 25Arcane Lock 35Knock 35

  Ranged Legerdemain: You can increase the Difficulty

Class by 20 to perform an Open Locks check at a range of

30 feet. You cannot take 10 on this check. Any object to bemanipulated must weigh 5 pounds or less.

  Open/Close (Sp): As per the spell.

  Arcane Lock (Sp): As per the spell.

  Knock (Sp): As per the spell.

  Action: The spell-like abilities require full-round actions.

Perform

  Dream Action: You can calm or engender emotions, create

illusions, and even animate objects with your performances.

Table 3.33: New Perform Uses

Effect DCCalm Emotions 35Enthrall 35Rage 35Crushing Despair 40Good Hope 40Heroism 40Hallucinatory Terrain 45Mirage Arcana 50Song of Discord 50Animate Objects 55Heroism, Greater 55

  Calm Emotion (Sp): As per the spell, except creatures must

 be within 90 feet of you and able to see and hear you.

 Enthrall (Sp): As per the spell, except creatures must be

within 90 feet of you, able to see and hear you, and able to pay

attention to him. Rage (Sp): As per the spell, except creatures must be within

90 feet of you and able to see and hear you.

Crushing Despair (Sp): As per the spell, except creatures

must be within 90 feet of you and able to see and hear you.

Good Hope (Sp): As per the spell.

  Heroism (Sp): As per the spell, except you do not need to

touch the creatures and they must be within 90 feet of you and

able to see and hear you.

 Hallucinatory Terrain (Sp): As per the spell, except

creatures must be within 90 feet of you, able to see and hear

you, and able to pay attention to him.

 Mirage Arcana (Sp): As per the spell, except creatures must

 be within 90 feet of you, able to see and hear you, and able to

 pay attention to him.

Song of Discord (Sp): As per the spell, except creatures

must be within 90 feet of you and able to see and hear you.

 Animate Objects (Sp): As per the spell, except objects must

 be within 90 feet of you.

  Heroism Greater (Sp): As per the spell, except you do not

need to touch the creatures and they must be within 90 feet of

you and able to see and hear you.

Action: Full-round action.

  Special: While one is using one of the above abilities they

cannot cast spells, activate magic items by spell completion or

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magic word. Deafened performers have a 20% chance of failure

when attempting to use one of the above skill uses.

Profession

  Dream Action: You can use this ability to gain convince

others they need your services or protect yourself from harm

 by plying your trade in such a manner that others cannot bring

themselves to harm you. There are also unique dream actions for

each profession that are listed in the Dream Actions for SpecificProfessions sidebar.

Table 3.34: New Profession Uses

Dream Plane Use DCPerform your profession in such a

manner that it convinces another, who

has need of your services to use your

services. This is a mind-affecting charm

affect that lasts one hour per rank in

Profession skill. Will save (11 + your

Wisdom modifier) negates effect.

30

Perform your profession in such a

manner that it convinces another, who

has no real need of your services to use

your services. This is a mind-affecting

charm affect that lasts one hour per rank

in Profession skill. Will save (13 + your

Wisdom modifier) negates effect.

40

You can successfully practice your trade

in an unfriendly or semi-hostile civilized

area without fear of getting attacked. So

long as you are plying your trade, any

 potential foes need first succeed at a

Will save (15 + your Wisdom modifier)

or they are compelled not to attack you.

This is a mind-affecting charm affect

that lasts one hour per rank in Profession

skill.

50

   Improve Synergy Bonus: You can also improve the synergy

 bonus your Profession skill grants for one hour just as described

for the Knowledge skill.

Table 3.35: Greater Synergy Bonuses

Synergy

Modifier

Minimum Profession Ranks DC

+3 10 20+4 15 30+5 20 40

  Action: The spell-like abilities are full-round actions, whilethe greater synergy ability is part of whatever action that the

synergy bonus affects.

  Special: If you have 5 or more ranks in a Profession, you gain

a +2 synergy bonus to a designated skill or class ability related

to the Profession. The GM is the final arbiter of what is or is not

related to a particular Profession skill, however it is encouraged

that the GM find at least one skill to grant the synergy bonus to

even if only in particular circumstances.

Dream Actions for Specific Professions

  Presented below is an assortment of dream actions that are

connected to specific Profession skill checks.

  Barrister: You can make a living practicing law in courts that

would normally be hostile to legal representatives (DC 40) or run

on a different system of law (DC30). These are mind-affecting

charm effects that last one hour per rank. You understand laws

completely foreign to you in which you were never trained (DC

35). This effect lasts hour per rank.  Boater/Sailor: You can pilot a boat on dry land (DC 35 +5 per

additional passenger) for one minute per rank. You pilot a boat

as a flying vehicle (DC 45 +5 per additional passenger) for one

minute per rank.

  Bookkeeper: You can recall the information of any book

you’ve ever read (DC30). You can find any existing book you are

looking for in any library, even if the book wasn’t there to begin

with (non-magical DC 35, magical DC 45, artifact DC 55).

  Clerk: You can translate or scribe languages to text without

knowing the language (Simple languages and texts DC 25,

standard languages and texts DC 30, intricate, exotic, or very old

languages of texts DC 30).

Cook: You can cook with any ingredients and recall recipesof fantastic origin in order to satisfy the most unusual clients,

including those who are dreaming and don’t particularly need to

eat (DC 30).

  Driver: You can animate and drive inanimate objects, such as

a table or wagon, without a draft animal (Wheeled object DC 40;

non-wheeled objects DC 55). This effect lasts for 1 minute per

rank.

  Farmer: You can bring a crop to term in a matter or hours or

even minutes (DC 60 – 1 per hour).

You can grow almost anything, even things that shouldn’t

necessarily grow in the soil (DC 10 + the Craft DC of the

item grown). Note that growing permanent items requires the

expenditure of dream points and gold, which must be planted in

the ground. It takes 2d4 hours to grow such items.

  Fisher: By throwing a line or net into the sky, sand, or

fields you can catch fish (DC 25). You may make it even more

difficult to escape via Escape Artist or Strength check from a net

thrown by you. You can increase the DC of both checks by 5 by

succeeding your Profession (fisher) check (DC 30).

  Herder: With a successful call, a herd of 1d6+10 domestic

farm animals is summoned to you (DC 50). The summoned herd

lasts for one round per rank.

  Miller: You can grind up all sorts of things such as bones,

gems, or anything else that needs processing and make magical

 breads that mimic 1st to 3rd level personal or single creaturetouch spells. The miller must make a successful check (DC 35 +

5 per level of spell being mimicked). The magic bread lasts for

one day and must be completely consumed by the same creature

in order to have an effect. All of the variable elements of the spell

use the miller’s ranks in Profession (miller) to determine caster

level. A good miller might run a business grinding up salves to

make a healing bread that mimics a cure light wounds spell (DC

40), while an unseelie miller might grind children

into flour to make a bread that mimics the false

life spell (DC 45).

Miner: You can dig for specific objects in

almost any substance (DC 20 + the Craft DC of

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the item mined). Note that mining permanent items requires the

expenditure of dream points and gold, which are expended when

the miner starts digging. It takes 1d6x10 minutes to find the

object you are mining for.

  Porter: You can fit twice as much stuff into a bag, knapsack,

or package as it would normally hold, yet its total weight never

exceeds the maximum weight the baggage can hold (DC 25 + 1

 per each additional pound of weight added).

  Scribe: You can scribe texts to your memory and recall them

later, even if you cannot understand the language (DC 30).  Siege Engineer: Using a pen and paper you take one minute

to draw a mock up of a single structure. When the drawing is

ripped up it is activated like a scroll (standard action) and causes

the structure to lose a number of points worth of hardness. This

effect only works against a single structure whose total area is

equal to 10 square feet per the siege engineer’s ranks (DC 30 + 5

for each point of hardness the structure losses) and to a depth of 5

feet. This effect last one round per rank.

  Special : A siege engineer can only have one active mock up

drawn at any time.

Ride

  Dream Action: This skill allows you to summon temporary

mounts depending upon your alignment. The DC and dream

 points depend on the type of mount being summoned. Mounts

summoned by this ability last till the turning of the day.

The following table details the DC and dream point costs of

summoning a mount with the Ride skill.

Table 3.36: Summon Mount DCs

Mount DCDonkey, mule, pony 15Light horse, riding dog, war pony 20Heavy horse, light warhorse 25

Warhorse, heavy 30 Non-standard animal mount (bison, monitor

lizard, elephant, rhinoceros)

30 + 5 per ECL

 Non-standard magical beast mount (giant

eagle, giant owl, pegasus, unicorn)

30 + 5 per ECL

Barding*Small creature +0Medium creature +5Larger creature +10Bit, Bridle, and Saddle*Military +10Pack +0Riding +5Exotic** +5

* These modifiers are only applied to the mount if you want your mount to be

summoned with barding and/or bits, bridles, and saddles.

** Add this to the modifier for the base type of bit, bridle, and saddle.

  Summon Mount (Sp): You can summon a mount according tothe above rules.

  Other Ride Uses: The Ride skill can also be used to perform

certain feats of riding beyond those presented in the PHB:

Table 3.37: New Ride Uses

Task DCStand in the saddle 30Fight with untrained mount 35Fight from cover 40

  Stand on Mount: This allows you to stand

on your mount’s back even during movement

or combat as a move action. The character takes no penalties to

actions while doing so. Sitting back down in the saddle again is a

free action.

  Fight with Untrained Mount: If you direct a non-war trained

mount to attack in battle, you can still make your own attack or

attacks normally. This is a free action.

  Attack from Cover: You can react instantly to drop down

and hang alongside your mount, using it as one-half cover. The

character can attack and cast spells while using his or her mount

as cover without penalty. If the character fails, he or she doesn’tget the cover benefit. This usage does not take an action.

  Quickened Control: You can control a light mount, medium

mount, or heavy mount while in combat as a free action, but

suffer a –10 on your check. . If the character fails, he or she

controls the mount as a move-equivalent action. A character does

not need to roll for warhorses or war ponies.

  Action: Summoning a mount requires a full-round action,

while the other action types are noted above.

  Try Again: Yes, but they do not negate previous failures.

Search

  Dream Action: You can find traps and the location of objectswith this skill.

Table 3.38: New Search Uses

Task DCFind Traps 35Locate object 35Discern Location (objects only) 60

  Find Traps (Sp): As per the spell.

  Locate Object (Sp): As per the spell.

  Discern Location (Sp): As per the spell, except it only discerns

the location of objects, not creatures.

  Quick Search: You may use the above spell-like abilities and

those listed in the PHB as a move action, but suffer a –10 penaltyon your check.

  Action: Full round action.

Sense Motive

  Dream Action: You have the ability to detect other people’s

alignments and even their surface thoughts.

  Detect Alignment (Sp): You can use the Sense Motive skill

(DC 35) to detect other people’s alignment. When using this skill

you choose one of the following alignments to detect: chaos, evil,

good, lawful. This use of the skill works exactly like the detect

chaos/evil/good/lawful  spells. When an opponent is using theirBluff skill to conceal alignment, roll an opposed skill check with

the higher check result, which also exceeds the DC 35 check

requirement, taking precedence.

  Detect Surface Thoughts (Sp): With a successful Sense Motive

check (DC 35) you can detect thoughts, as per the spell. When

an opponent is using their Bluff skill to conceal thoughts, roll

an opposed skill check with the higher check result, which also

exceeds the DC 35 check requirement, taking precedence.

  Other Sense Motive Uses: You can also use this skill to

understand strange languages and discern the truth.

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Table 3.39: New Sense Motive Uses

Task DCComprehend Languages, spoken language only 30Tongues 40Discern Lies 45

  Comprehend Languages (Sp): As per the spell, except it only

works on spoken language.

  Tongues (Sp): As per the spell.

  Discern Lies (Sp): As per the spell.

  Action: Full-round action.

Sleight of Hand

  Dream Action: You can lift items faster and of larger size and

even from farther than normal range. Lifting large objects is a

supernatural ability.

Table 3.40: New Sleight of Hand Uses

Task DCRanged Legerdemain +20Mage hand 25Conceal object in plain sight 30Lift a medium size object 30Object invisibility 35Obscure object 35Conceal other in plain sight 40Other invisibility 45Lift a large size object 40Greater object invisibility 45Greater other invisibility 55

  Ranged Legerdemain: You can increase the Difficulty Class

 by 20 to perform a Sleight of Hand check at a range of 30 feet.

You cannot take 10 on this check. Any object to be manipulated

must weigh 5 pounds or less.

  Mage Hand (Sp): As per the spell.

  Conceal Object in Plain Sight (Su): You can make an adjacent

object of your size or smaller “disappear” while in plain view. In

fact, the object is displaced up to 10 feet away—make a separate

Hide check to determine how well the “disappeared” object is

hidden.

  Object Invisibility (Sp): If you succeed your check you can

make a small to large object touched by you invisible as per the

invisibility spell.

  Obscure Object (Sp): As per the spell.

  Conceal Other in Plain Sight (Su): You can make an adjacent,

willing creature of your size or smaller “disappear” while in

 plain view. In fact, the willing creature is displaced up to 10 feet

away—make a separate Hide check to determine how well the

“disappeared” creature is hidden.

  Object Invisibility, Greater (Sp): If you succeed your check

you can make a small to large object touched by you invisible as

 per the greater invisibility spell.  Other Invisibility (Sp): If you succeed your check you can

make a creature of your size or smaller that is touched by you

invisible as per the invisibility spell.

  Other Invisibility, Greater (Sp): If you succeed your check

you can make a creature of your size or smaller that is touched by

you invisible as per the greater invisibility spell.

  Action: Standard action.

Spellcraft

  Dream Action: You can identify and analyze magical objects

to discover their uses and properties.

Table 3.41: New Spellcraft Uses

Task DCDetect Magic 25Identify 30Arcane Sight 40Analyze Dweomer 55

Arcane Sight, Greater 60

  Detect Magic (Sp): As per the spell.

  Identify (Sp): As per the spell.

  Arcane Sight (Sp): As per the spell.

  Analyze Dweomer (Sp): As per the spell.

  Arcane Sight, Greater (Sp): As per the spell.

  Quick Identification: You can use the above spell-like abilities

as free actions, but suffer a –20 penalty on your check.

  Action: Full-round action.

  Try Again: Yes, but the identify and analyze dweomer  spell-

like abilities can only be attempted once per day upon any one

object.

Spot

  Dream Action: You can use the Spot skill to see invisible

creatures, distant places, and even see things for what they truly

are. Increasing the distance one can read lips from and reading

lips at full speed are supernatural abilities.

Table 3.42: New Spot Uses

Task DCIncrease maximum distance that you

can read lips to 60 feet

25

Clearvision 35Darkvision, self only 35

Lesser clairaudience 35See invisibility 35Clairvoyance 40True Seeing, self only. 50Read Lips while moving full speed +20

  Clearvision (Su): A successful Spot check allows you to

see though thick mists, fog, dust or other visual impediments.

You can only see in a 60-foot-range and retain the ability to

distinguish color and detail under these conditions.

  Darkvision: As per the spell, self only.

  Lesser Clairaudience (Sp): With a successful Spot check you

can “hear” what is being said by the one you are studying. This

ability works upon those who you have line of sight on and who

are within 120 feet. This only works upon the current target and

immediately ends if you are distracted, loses sight of the speaker,

or changes targets.

  See Invisibility (Sp): As per the spell.

  Clairvoyance (Sp): As per the spell, but you can only see what

is going on in a particular location.

  True Seeing (Sp): As per the spell, self only.

  Action: Varies. Every time you have a chance to spot

something in a reactive manner you can make a Spot check

without using an action. Trying to spot something

you failed to see previously is a move action. To

read lips, you must concentrate for a full minute

 before making a Spot check, and you can’t

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 perform any other action (other than moving at up to half speed)

during this minute.

Survival

  Dream Action: You can use this skill to detect snares, pits,

animals, plants, and even progeny or even use this skill to pass

without a trace and resist elements.

 

Table 3.43: New Survival UsesTask DCFind Place (general) 25Detect snares and pits 30Detect animals or plants 30Endure elements 30Pass without trace 30Resist energy 30Detect progeny 35Find Place (particular) 35Protection from energy 35Commune with Dream 50Find the Path 55

  Find Place, General (Su): You intuit the direction of the

closest general place. This effect lasts for the rest of the day or

until you find the closest general place.

  Find Place, Particular (Su): You intuit the direction of a particular place that you have previously visited, held, or met.

This effect lasts for the rest of the day or until you find the

 particular place.

  Detect Snares and Pits (Sp): As per the spell.

  Detect Animals and Plants (Sp): As per the spell.

  Endure Elements (Sp): As per the spell.

  Pass without Trace (Sp): As per the spell.

  Resist Energy (Sp): As per the spell.

  Detect Progeny (Sp): As per the spell.

  Protection from Energy (Sp): As per the spell.

  Commune with Dream (Sp): As per the spell.

  Find the Path (Sp): As per the spell.

  Action: Full-round action.

Track Dream Actions

  You can also use the following dream actions if you have the

Track feat. The DC and effect depend on the task you attempt.

You must be personally familiar with the place or creature he

seeks via this skill. On a natural roll of 1, you err and misidentify

which direction your objective lays. The DM makes your check

secretly so that you don’t know whether you rolled a successful

result or a 1.

Table 3.44: Survival Uses with Track Task DCIdentify race/kind of creature(s) by tracks* 40Locate Creature 45Discern Location (creature only) 60

   Identify Race/Kind of Creature(s) by Tracks: You can tell

the creature type of humanoid subtype of the creature you are

following by studying tracks.

   Locate Creature (Sp): As per the spell.

  Discern Location (Sp): As per the spell, except

it only discerns the location of creatures, not

objects.

  Action: Full-round action.

Swim

  Dream Action: You gain the ability to swim faster and even

through whirlpools and up waterfalls. Swimming up a slope or

vertically is a supernatural ability.

Table 3.45: New Swim Uses

Task DC modifierWhirlpool, Undertow, Rapids, or Thick

Liquids (Syrup, Oil)

30

Against Current +2 per 10 ft

movement speed

of liquid*Up a slope +5*Vertical +10*

* These modifiers are cumulative; use any that apply.

  Speed Swimming: You can swim your speed as a move-

equivalent action, or double your speed as a full-round action, but

suffer a –20 penalty on your check.

  Action: Swimming is part of movement, so it’s generally

 part of a move action (and may be combined with other types of

movement in a move action) or full-round action.

Tumble

  Dream Action: With this skill you can fall from large

distances and suffer no ill effects.

Table 3.46: New Tumble Uses

Task DCTreat fall as if it was 20 feet less, than it

really is when determining damage

25

Feather fall, self only 30Free Stand 35

  Feather Fall (Sp): As per the spell, self only.

  Free Stand: You can stand up from prone as a free action

(instead of as a move-equivalent action) and without provoking

an attack of opportunity.

Climb Vertical Surface: You can climb up to 20 feet (as part

of normal movement) by jumping and bouncing off walls, trees,

or similar vertical surfaces. You must have at least two vertical

surfaces to bounce off, and the two must be within 10 feet of each

other.

  Action: Not applicable. Tumbling is part of movement, so a

Tumble check is part of a move action.

Use Magic Device

  Dream Action: You can use this skill to avoid mishaps and

even ignore curses.

Table 3.47: New Use Magic Device Uses

Task DCAvoid scroll mishap 11 + scroll’s caster levelAvoid item mishap 16 + item’s caster levelSave scroll from mishap 21 + scroll’s caster levelSave item from mishap 26 + item’s caster levelIgnore cursed item affects 50

  Avoid Scroll Mishap (Su): This allows you to avoid the effect

of a scroll mishap. In this case, the spell cast from the scroll

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instead fails and is lost, but no ill effects are created.

  Avoid Item Mishap (Su): A successful check allows you to

avoid an item mishap when he is attempting to use it blindly.

This still is treated as a use of the item, but does not have any ill

effects.

  Save Scroll from Mishap (Su): This not only allows you to

avoid the scroll mishap, but also save the spell that was being cast

so that it can be used at a later time.

  Save Item from Mishap (Su): This not only allows you to

avoid the item mishap, but also saves the use of the item so that itcan be used at a later time.

  Ignore Curse (Su): With a successful Use Magical Device

check, you can ignore the affects of a cursed item. This check

must be made every day you wish to use the cursed item. Note

this does not grant items or others around you immunity in any

way. For example, a bag of devouring if successfully ignored

would not close around your hand if you reach in, however it

would still consume anything else that was placed in it.

  Action: Varies. Avoiding mishaps or curses is a reaction and

does not cost an action, but ignoring a cursed item takes a full-

round action.

  Try Again: No, when trying to avoid a mishap. Yes, when

trying to avoid curses, though failing this check means that youhave to wait one hour before you can try again.

Use Rope

  Dream Action: You may animate rope with this skill.

Table 3.48: New Use Rope Uses

Task DCQuick splicing 25Tie unique knot 30Animate held rope 35Rope trick 35

  Quick Splicing: You can splice two ropes together as a full-round action.

Tie Unique Knot: You can tie a knot that only you know how

to untie. This doesn’t affect any Escape Artist checks made to

escape these bindings.

 Animate Held Rope: You can command any rope you hold as

if it had the animate rope spell cast upon it (except that using the

skill in this way doesn’t grant any bonus on Use Rope checks

made with the animated rope). Each command requires a separate

Use Rope check. Because the effect isn’t magical, it can’t be

dispelled.

  Rope Trick (Sp): As per the spell.

  Action: Full-round action.

 New Skills

  The following skills are unique to the Dream Plane and allow

characters to change the dream’s environment and the progeny

within it.

Dream Weaving (CHA; TRAINED ONLY)

  Dream Action: You can change the progeny, atmosphere,

and landscape of the Dream Plane by shear force of will. Note

that certain dream weave magnitudes can only be created bycharacters with a minimum number of ranks in the Dream

Weaving skill. The effects of a dream weave last as long as the

spells they are based upon. For unique effects not based on a

spell, determine the effective spell level and use the suggested

duration under each dream weave magnitude.

Table 3.49: Dream Weaving Uses

Task Min.

Ranks

DC DP Cost Gold Cost* XP Cost*

Change Insignificant

Detail

1 5 2 1 gp 1

Change Minor Detail 4 10 5 25 gp 1Change Significant

Detail

7 20 10 x effective

spell level

250 gp x effective spell

level

10 x effective spell level

Change Major Detail 11 30 10 x effective

spell level

500 gp x effective spell

level

20 x effective spell level

Change Massive Detail 15 40 10 x effective

spell level

750 gp x effective spell

level

30 x effective spell level

Alter World 19 50 100 10,000 gp 400Permanent 11 +10 X2 See above costs See above costs

* Spent when making a weave permanent. The effective spell level is equal to the level of the spell being mimicked by the Dream Weaving skill, or when making a

unique effect use whatever level the GM determines.

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  Change Insignificant Detail (Sp): The change is no more

significant to the progeny, atmosphere, and landscape of the

Dream Plane than a 0-level spell, often less so. For unique dream

weave effects not based on a specific spell, the duration of the

dream weave should be 1 round.

  Change Minor Detail (Sp): The change should not affect the

 progeny, atmosphere, and landscape of the Dream Plane more

severely than would a 1st level spell. For unique dream weave

effects not based on a specific spell, the duration of the dream

weave should be 1 round per effective character level.  Change Significant Detail (Sp): The change directly affects

the progeny, atmosphere, and landscape of the Dream Plane in a

significant way and should be comparable to a 2nd to 3rd level

spell. For unique dream weave effects not based on a specific

spell, the duration of the dream weave should be 1 minute per

effective character level.

  Change Major Detail (Sp): The change directly affects the

 progeny, atmosphere, and landscape of the Dream Plane in a vital

way and should be on par with 4th to 6th level spells. For unique

dream weave effects not based on a specific spell, the duration

of the dream weave should be 10 minutes per effective character

level.

  Change Massive Detail (Sp): These changes have immenseaffect on progeny, atmosphere, and landscape of the Dream Plane

and are on par with 7th to 9th level spells. For unique dream

weave effects not based on a specific spell, the duration of the

dream weave should be 1 hour per effective character level.

  Alter World (Sp): These changes are the stuff that legends and

cataclysms are made of and surpass the scope of 9th level spells.

For unique dream weave effects not based on a specific spell,

the duration of the dream weave should be 1 day per effective

character level.

  Making Weaves Permanent: If you add +10 to the DC of the

Dream Weaving check, pay twice the indicated dream point cost,

and permanently sacrifice the amount of gold and XP indicated

above you can make a weave permanent.  Action: Full-round action, which includes verbal and somatic

components. Material and XP costs can also be associated

with the use of the Dream Weaving skill, but only if you are

attempting to make a dream weave permanent. Anything

that would keep you from being able to speak or move will

 prevent you from being able to dream weave unless you have a

metaweave feat that allows you to dream weave without verbal or

somatic components.

  Try Again: Yes, but each failure means the dream points spent

on the attempt are lost. Also if you were attempting to create a

 permanent weave each failure ruins half of the gold needed to

create it.

  Special: Dream Weaving is normally a cross-class skill, but

those who take the Dream Touched feat gain this skill as a class

skill.

Dream Weaving and Dream Marks

  If using the dream mark variant the Dream Weaving skill has

additional uses as detailed below:

  Erase Your Dream Mark (Su): This allows

you to erase a dream mark left by yourself by

making a Dream Weaving check (DC 10) and

expending 2 dream points.

  Erase Another’s Dream Mark (Su): This allows you to erase

a dream mark left by someone else by making a Dream Weaving

check (DC 20) and expending a number of dream points equal

to twice the effective character level of the creature that left the

mark.

  Disguise Your Dream Mark (Su): Whenever you would

normally leave a dream mark you can make a Dream Weaving

check (DC 20 + 5 for each indicator changed) and leave a

disguised dream mark behind instead. You expend 5 dream

 points for each indicator changed. The disguised dream mark canindicate an incorrect alignment, status (in this cased trueborn),

race, gender, and level of training (i.e. class and level).

Tamper with Another’s Dream Mark (Su): You can make a

Dream Weaving check (DC 30 + 5 for each indicator changed)

and tamper with a dream mark left behind by another. You

expend 10 dream points for each indicator changed. The

tampered dream mark can indicate an incorrect alignment, status

(in this cased trueborn), race, gender, and level of training (i.e.

class and level).

  Action: Varies. Erasing or disguising your own dream mark

can be done as part of creating a dream weave, while erasing

another’s dream mark requires a full-round action. Tampering

with another’s dream mark requires one full-round action foreach indicator that is changed.

Handle Progeny (CHA; TRAINED ONLY)

  Dream Action: If your Dream Plane has progeny, you can use

this skill to attune and command progeny creatures. The DC and

effect depend on the task you attempt:

Table 3.50: Handle Progeny Uses

Task DCAttune progeny 25 + Progeny’s HDCommand attuned progeny 30 + Progeny’s HDCommand unattuned progeny 40 + Progeny’s HD

Handle Progeny 20 + Progeny’s HDPush Progeny 35 + Progeny’s HDTeach attuned progeny

general purpose

Purpose DC + Progeny’s HD*

Teach attuned progeny trick Trick DC + Progeny’s HD** Use the Animal Handling trick and general purpose DCs, but with a +20 dream

modifier.

  Attitude Modifiers: The DC is modified by the creature’s

current attitude as per the following chart:

Table 3.51: Attitude Modifiers

Current Attitude ModifierHelpful -5Friendly -2Indifferent +0

Unfriendly +2Hostile +5

  Creature Type Modifier: The Handle Progeny skill has a

Difficulty Class modifier associated with it dependent upon the

type of progeny being affected by the check as per the following

chart:

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Table 3.52: Creature Type Modifiers

Creature Type DC ModAnimal +0Magical Beast, Plant, Vermin +5Aberration, Construct, Elemental, Fey, Humanoid,

Giant, Monstrous Humanoid, Ooze, Outsider,

Undead

+10

Dragon +20

  Attune Progeny (Su): This allows you to use the command

attuned-progeny and teach task capabilities of this skill upon a

certain dreamspawn or nightmare creature. Upon a successfulHandle Progeny check, the targeted progeny is considered

“attuned” and has its attitude towards you changed to helpful.

You can attune up to twice your effective character level in

HD worth of progeny at any one time. You may “lose” you

connection to a particular progeny at any time in order to attune

to a new one.

  Command Attuned Progeny (Sp): This use of the skill allows

you to give an attuned progeny a command, as per the spell (Will

save 11 + your Charisma modifier negates) has been cast on

them.

Command Unattuned Progeny (Sp): This use of the skill

allows you to give an unattuned progeny a command , as per the

spell (Will save 11 + your Charisma modifier negates) has been

cast on them.

  Handle Progeny (Su): This task involves commanding a

 progeny to perform a task or trick that it knows. If the progeny

is wounded or has taken any nonlethal damage or ability score

damage, the DC increases by 2. If your check succeeds, the

 progeny performs the task or trick on its next action.

  Push Progeny (Su): To push a progeny means to get it to

 perform a task or trick that it doesn’t know but is physically

capable of performing. This category also covers making a

 progeny perform a forced march or forcing it to hustle for more

than 1 hour per day. If the progeny is wounded or has taken any

nonlethal damage or ability score damage, the DC increases by 2.If your check succeeds, the progeny performs the task or trick on

its next action.

  Teach Attuned Progeny a Trick: This is similar to teaching

 progeny general tasks, except that the tasks can be something

unusual for that breed of progeny, such as training a dog to be

a riding dog. Alternatively, you can use this aspect of Handle

Progeny to train a progeny to perform specialized tricks, such

as teaching a horse to rear on command or come when whistled

for or teaching a falcon to pluck objects from someone’s grasp.

Progeny perform their tasks when ordered to by you, this does

not require you to use the command attuned progeny ability.

A progeny can learn a number of tricks equal to 3 times their

Intelligence. Tricks are drawn from those listed under the HandleAnimal skill, though players and GMs are encouraged to create

their own.

  Teach Attuned Progeny General Purpose: A progeny can

only be trained for one general task and performs its task when

ordered to by you; this does not require you to use the command

attuned progeny ability. A progeny can only have one general

 purpose. General purposes are drawn from those listed under the

Handle Animal skill, though players and GMs are encouraged to

create their own.

  Action: Varies. The attune progeny and teach attuned progeny

abilities take a full-round action per HD of the creature being

attuned or taught, while the other actions require a standard

action to perform. Asking an attuned progeny to perform a trick

or general purpose via the handle progeny ability is a free action.

  Try Again: For commanding, handling, or pushing a progeny,

yes. For attuning or teaching progeny, not until the next day.

  Special: Handle Progeny is normally a cross-class skill,

 but those who take the Dream Touched feat gain this skill as a

class skill. If the target’s Will save succeeds against one of your

command abilities, then it recognizes what you were attempting

and cannot be affected by your command abilities for one day.This also typically moves the target’s attitude towards you one

step closer to enemy, if it is not already there.

  Variant: If using the dreamspawn and nightmare variant,

you can use this skill to attune and command dreamspawn or

nightmare creatures depending on your alignment. If you are

good you can affect dreamspawn, if you are evil you can affect

nightmares. If you are neutral, you must choose which type of

creature you can affect and may not reverse your decision later.

Weavecraft (INT; TRAINED ONLY)

  Dream Action: You can identify dream weaves and their

effects and to counter them.

Table 3.53: Weavecraft Uses

Task DC*Identify the magnitude of a dream

weave being created. (You must see

or hear the weaver’s verbal or somatic

components) No action required. No

retry. This allows you to attempt a

counterweave.

15 + effective level of

weave being made

Identify a dream weave that’s already

in place and in effect (you must be

able to see or detect the effects of the

dream weave.) No action required. Noretry.

20 + effective level of

weave being made

Identify materials created or shaped

 by dream weaving. No action

required. No retry.

20 + effective level of

weave being made

Understand a strange or unique dream

weave effect. Time required varies

depending upon the nature of the

effect. No retry.

30 or higher 

Counterweave. Readied action, only. Same as the DC of

opponent’s Dream

Weaving check.* Effective level is equal to the level of the spell being mimicked by the Dream

Weaving skill, or when making a unique effect use whatever level the GM

determines.

  Counterweave (Sp): If you have readied an action to

counterweave a particular opponent within Close range (25 ft. +

5 ft./2 levels), have identified the magnitude of the weave being

created (via a Weavecraft check) by your opponent, and can

create a weave of the same magnitude as your opponent; you may

attempt to counter it. You must make a Weavecraft check equal

to the Dream Weaving check needed to create a

dream weave of that magnitude. You must also

expend the same amount of dream points as it

would normally cost to create a dream weave of

that magnitude’s effective level. Upon doing so

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the dream weave and its counterweave negate each other with no

effect.

  Action: Varies, as noted above.

  Try Again: No.

  Special: Weavecraft is normally a cross-class skill, but those

who take the Dream Touched feat gain this skill as a class skill.

Weavecraft and Dream Marks

  If using the dream mark variant the Weavecraft skill has

additional uses as detailed below:

  Detect Dream Marks (Su): With a successful Weavecraft

check (DC 15 + the effective character level and Charisma

modifier of the creature that left the dream mark), you can

discover dream marks that lie within 10 feet of you. If more than

one dream mark is present only roll once and use the result to

locate what dream marks you can see.

  Action: Full-round action.

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Feats: Dream Benefits

  Feats, like skills, are also subject to the mutable properties

of the Dream Plane, allowing characters to accomplish startling

and spectacular deeds. Player’s and GMs alike should read

this section carefully, to familiarize themselves with the dream

 benefits of each feat and garner ideas on how to use them to add

a fantastic feel to their Dream Plane campaigns. This section

assumes the use of the Dream Point System as the means by

which the dream benefits of these feats are activated, but if GMs

are not using it, then they should use the alternative dream benefit

guidelines presented in Appendix A.

Item Creation Rules

  An item creation feat lets a spellcaster create a magic item of

a certain type. Regardless of the type of item, each item creation

feat has certain features and costs in common.

  Gold Cost: In order to create a permanent magic item one

must expend an amount of gold equal to the base gold piece cost

minus its raw material costs (since this cost has already been paid by creating the item to be enchanted), usually from masterwork

or dreamwrought items.

  XP Cost: The XP cost equals 1/25th the cost of the item

in gold. A character cannot expend so much XP that he or she

loses a level. However, on gaining enough XP to achieve a new

level, he or she can immediately expend XP on creating an item

rather than keeping the XP to advance a level. A character may

substitute dream points for XP on a 1 for 1 basis for up to one-

half of the normal XP cost.

  Base Dream Point Cost: The base dream point cost to create

a magical item in the Dream Plane is equal to the XP cost and

does not include any dream points expended as substitutions for

XP. During the creation process the magic item’s creator, must

expend at least 40 dream points every day in order to keep the

 process going. If during this time he cannot expend 40 dream

 points during a day the process must begin again, but the raw

material, XP, and gold are not wasted.

  Raw Materials Cost: Unlike magic item creation in the

Material Plane, this requires no access to a laboratory or magic

workshop, special tools, and so on, though these can help put the

creator in the proper mindset during the creation process.

  Extra Costs: Any permanent potion, scroll, or wand that

stores a spell with an additional gold, dream point, or XP cost

also carries a commensurate cost. For potions and scrolls, the

creator must pay the normal gold, dream point, or XP costnormally associated with the spell they are mimicking with the

item. For a wand, the creator must pay fifty times the gold, dream

 point, or XP cost normally associated with the spell that is being

 produced by the item. Other types of magic items similarly incur

the normal cost in gold, dream points, and XP based upon the

spells used to create the magic item.

  Time: In addition to the time needed to create the permanent

masterwork or dreamwrought item used as the base material of

every magic item, it also takes some time to enchant the items

with magic properties. This time depends upon the amount of

dream points the item costs to create and how fast the creator

chooses to infuse the magic item with dream points. This process

can take anywhere from one round to many days.

  Special: A character can only work on one magic item at a

time. If a character starts work on a new item, all XP, gold, and

dream points are wasted.

Magic Item Creation Examples

  For example, if a 14th-level trueborn sorcerer with a 16

Charisma (as his dream point modifying ability score) and 324

dream points creates a permanent masterwork leather armor at thecost of 20 dream points and 160 gold. The round after creating

the masterwork leather the sorcerer who now has 304 dream

 points may begin to enchant it. He chooses to enchant it as a +1

light fortification leather armor, which has no extra costs from the

spells needed in its creation. After casting the appropriate spell,

the sorcerer begins the main process of infusing the masterwork

leather with its permanent magic abilities. The normal gold cost

for +1 light fortification leather armor minus its raw material cost

is 4,000, which means the item has a cost of 4,000 gold, 160 XP,

and 160 dream points. Now the sorcerer can expend up to 150

dream points per round infusing these magic abilities into the

masterwork leather. With the former expenditure, the sorcerer can

complete the magical infusion process after 2 rounds of work atwhich time the item is created. So in three rounds a 14th-level

trueborn sorcerer can create a piece of +1 light fortification

leather armor. If the sorcerer only expends the minimum of 40

dream points per day on the +1 light fortification leather armor it

will take four days to create.

  If the same sorcerer creates a permanent masterwork

greatsword with a cost of 50 dream points and 350 gold. It only

takes one round to create this masterwork greatsword as the

sorcerer can expend up to 150 dream points per round. The round

after creating the masterwork greatsword the sorcerer who now

has 274 dream points may begin to enchant it. He chooses to

enchant it as a frost brand, which has the negligible extra cost

for the material cost from the ice storm spell. After casting the

appropriate spells and paying the extra costs the sorcerer begins

the main process of infusing the masterwork greatsword with its

 permanent magical properties. The normal gold cost for a frost

 brand minus its raw material cost is 54,100, which means the

item has a cost of 54,100 gold, 2,164 XP, and 2,164 dream points.

 Now in light of how expensive this magic item is in terms of

dream points the sorcerer cannot, except through the aid of some

serious magical infusion, create this item in a single day. In fact,

even if he expends all his dream points each day, which is near

1,000 dream points, it will take him at least three days, including

the day he began work on the frost brand before he can complete

the magical infusion process. If the sorcerer only expends theminimum of 40 dream points per day on the +1 light fortification

leather armor it will take fifty-five days to create.

Metamagic Rules

  All metamagic feats have the same dream benefit and

guidelines. Each metamagic feat allows a caster to lower the spell

slot increase caused by a metamagic feat by one

for every 10 dream points they expend at the time

of preparation (usually during the turning of a day)

for clerics, druids, paladins, rangers, and wizards

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or casting for bards and sorcerers. A caster can never use dream

 points to cast metamagic modified spells that would effectively

 be beyond the maximum spell slot they could normally cast, nor

can they expend dream points to bring the spell’s level below the

spell’s base level. This dream benefit for metamagic feats cannot

 be used in magic item creation.

Metamagic Example

  For example, an 15th-level trueborn wizard with a Charismaof 16 and 342 dream points can cast up to 8th level spells

and has the Extend Spell, Heighten Spell, and Quicken Spell

metamagic feats. He wishes to prepare an extended, twice-

heightened, and quickened grease spell. Normally such as spell

would require an eighth level spell slot (one level from grease,

one level from Extend Spell, two levels from Heightened Spell,

and four levels for Quicken spell), however the wizard can

expend dream points to lower the overall spell slot. For example,

 by expending 60 dream points this heavily metamagic laden

 grease spell can be safely altered such that it uses a 2nd-level

spell slot. If the wizard wanted to he could expend 10 more

dream points so the spell only requires a 1st-level spell slot. The

wizard cannot expend more dream points to lower it to a 0-levelslot because the grease spell’s base level is 1st level. Nor could

the wizard add more metamagic to this spell because (although

the spell’s spell slot might only be 2nd or 1st level, as stated

above) a spell cannot be affected by metamagic to an effective

level beyond the caster’s maximum spell level, which in this case

is 8th-level spells.

Old Feats, Dream Benefits

  In the Dream Plane, the following feats can be used to provide

 benefits beyond those found in the PHB and do not replace the

 benefits delineated therein. Each feat has a “Dream Benefit”

that details on how these feats benefit a character while they are

within the Dream Plane.

Acrobatic [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Jump or Tumble check even while in stressful situations.

Agile [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Balance or Escape Artist check even while in stressful

situations.

Alertness [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Listen and Spot check even while in stressful situations.

Animal Affinity [General]

  Dream Benefit: You can expend 5 dream

 points to Take 10 on a single Handle Animal or Ride check even

while in stressful situations.

Armor Proficiency (heavy) [General]

  Dream Benefit: You can expend 5 dream points to lower

the penalties of wearing heavy armor for one encounter. While

expending dream points on this feat your armor’s maximum

Dexterity bonus increases by two, the armor check penalty

decreases by two, arcane spell failure lowers by 10%, and thewearer is considered to only be wearing medium armor.

Armor Proficiency (light) [General]

  Dream Benefit: Same as Armor Proficiency (heavy), except

the wearer is considered to not be wearing armor.

Armor Proficiency (medium) [General]

  Dream Benefit: Same as Armor Proficiency (heavy), except

the wearer is considered to be wearing light armor.

Athletic [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Climb or Swim check even while in stressful situations.

Augment Summoning [General]

  Dream Benefit: You can expend 10 dream points to grant

creatures you conjure with summoning spells a +4 to Dexterity in

addition to the normal bonuses to Strength and Constitution.

Blind-Fight [General]

  Dream Benefit: You can expend 10 dream points to gain

 blindsight at a radius of 5 feet for one encounter.

Brew Potion [Item Creation]

  Dream Benefit: You can create magic potions that can switch

 between spells it can cast. You must be able to create a magic

 potion with the properties you want to be able to infuse into

it. When creating a magic potion with the capacity to switch

spells you essentially make one magic potion and simply infuse

it with dream spells, at a reduced cost. You must decide whichspell will be primary and dream. The primary spell is always

active and has its normal creation costs, while dream spells do

not take into account the primary spell when determining price,

have one-quarter the normal cost, must be of an equal or lesser

 base price modifier than the primary special ability, and can

only be activated via the expenditure of dream points. The user

of the potion, as a free action, can expend 1 dream point per

1,000 gp base price the item would be if it only had the chosen

dream special abilities. The item’s special abilities switch for one

encounter.

  For example, a 9th-level sorcerer who creates a potion of haste

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can give it a dream spell ability to mimic a potion of gaseous

form. The potion of haste would normally cost 750 gold, 30

XP, and 30 dream points, but with the addition of the potion of

gaseous form dream spell the creation costs an additional 188

gold (750/4), 8 XP, and 8 dream points for a total of 938 gold, 38

XP, and 38 dream points.

Thus the sorcerer or anyone else who knows the potion’s

dream ability can use a free action and expend 1 dream point to

make the potion of haste into a potion of gaseous form for one

encounter.  Special: You can create dream-only potions at only half the

XP cost, but normal gold cost, except these potions can only be

used while within the Dream Plane and nowhere else.

Cleave [General]

  Dream Benefit: You can expend 5 dream points to take a

5-foot step before making your extra cleave attack, though you

must not have moved prior to dropping your opponent. This

 benefit lasts for one round.

Combat Casting [General]  Dream Benefit: You can expend 2 + 2 dream points per level

of the spell you are casting to suffer no attacks of opportunity for

casting a spell even while not casting on the defensive.

  Special: You gain a +4 bonus to Concentration checks made

to use the Dream Weaving skill while on the defensive. You can

expend 2 dream points per effective spell level of the weave you

are weaving to suffer no attacks of opportunity for using the

Dream Weaving skill even while not weaving on the defensive.

Combat Expertise [General]

  Dream Benefit: In addition to the dodge bonus normally

gained from this feat, you can expend a 2 dream points per -1

 penalty you take on your attack rolls to gain an additional +1

dream bonus to your Armor Class. This benefit lasts for one

round.

Combat Reflexes [General]

  Dream Benefit: You can expend dream points to ignore any

non-magical effect that would negate an attack of opportunity,

such as tumbling or the dream benefits of some feats. You must

expend an amount of dream points equal to that spent by your

opponent upon the dream benefit that grants immunity to attacksof opportunity or 1 dream point for every point by which the

opponent’s Tumble check succeeded. This expenditure is for each

individual opportunity.

Craft Magic Arms and Armor [Item Creation]

  Dream Benefit: You can create magic arms and armor that

can switch between special abilities. You must be able to create

a magic arms or armor with the properties you want to be able

to infuse into it. When creating a magic arm or armor with the

capacity to switch special abilities you essentially make one

magic arms or armor and infuse it with dream abilities, at a

reduced cost. You must decide which special abilities will be

 primary and dream. Primary special abilities are always active

and have their normal creation costs, while dream special

abilities do not take into account the primary special ability when

determining price, have one-quarter the normal cost, must be of

an equal or lesser base price modifier than the primary special

ability, and can only be activated via the expenditure of dream

 points. The wielder of the arms or wearer of the armor, as a free

action, can expend 1 dream point per 1,000 gp base price the itemwould be if it only had the chosen dream special abilities. The

item’s special abilities switch for one encounter.

  For example, 15th-level cleric could choose to create a +1

 brilliant energy light mace with the dream special abilities of

disruption, ghost touch, and bane (undead). The +1 brilliant

energy light mace would normally cost 50,000 gold, 2,000 XP,

and 2,000 dream points, but with the addition of the disruption,

ghost touch, and bane (undead) dream special abilities the

creation costs an additional 12,500 gold (50,000/4), 500 XP, and

500 dream points for a total of 62,500 gold, 2,500 XP, and 2,500

dream points.

Thus the cleric or anyone else who knows the light mace’s

dream ability when going up against undead can use a free actionand expend 50 dream points to make the +1 brilliant energy light

mace into a +1 disruption, ghost touch, bane (undead) light mace

for one encounter. He may also choose to spend 6 dream points

and only bring forth either the bane (undead) or ghost touch

special ability in place of the brilliant energy ability.

Special: You can create dream-only magic arms and armor at

only half the XP cost, but normal gold cost, except these magical

arms and armor can only be used while within the Dream Plane

and nowhere else.

Craft Rod [Item Creation]

  Dream Benefit: You can create magic rods that can switch

 between special abilities. You must be able to create a magic rod

with the properties you want to be able to infuse into it. When

creating a magic rod with the capacity to switch special abilities

you essentially make one magic rod and simply infuse it with

dream abilities, at a reduced cost. You must decide which special

abilities will be primary and dream. Primary special abilities are

always active and have their normal creation costs, while dream

special abilities do not take into account the primary special

ability when determining price, have one-quarter the normal cost,

must be of an equal or lesser base price modifier than the primary

special ability, and can only be activated via the expenditure of

dream points. The wielder of the rod, as a free action, can expend1 dream point per 1,000 gp base price the item would be if it only

had the chosen dream special abilities. The item’s special abilities

switch for one encounter.

  Rods with primary abilities that do not have charges or daily

use limits may not have dream special abilities that require the

expenditure of charges or have daily use limits, while a rod with

a primary ability based on charges or daily use limits cannot be

made into a non-charged or daily use rod. Charges

or daily uses count against the rod’s charge or daily

use limits.

  For example, an 18th-level sorcerer who creates

a rod of enlarge metamagic can give it a lesser

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empower metamagic dream special ability. The rod of enlarge

metamagic would normally cost 11,000 gold, 440 XP, and

440 dream points, but with the addition of the lesser empower

metamagic dream special ability the creation costs an additional

2,250 gold (9,000/4), 90 XP, and 90 dream points for a total of

13,250 gold, 530 XP, and 530 dream points.

Thus the sorcerer or anyone else who knows the rod’s dream

ability can use a free action and expend 9 dream points to make

the rod of enlarge metamagic into a rod of lesser empower

metamagic for one encounter. If he uses the rod of lesserempower metamagic’s special ability, then that use counts against

the normal three times per day use limitation on metamagic rods.

  Special: You can create dream-only rods at only half the XP

cost, but normal gold cost, except these potions can only be used

while within the Dream Plane and nowhere else.

Craft Staff [Item Creation]

  Dream Benefit: You can create magic staffs that can switch

 between special abilities. You must be able to create a magic staff

with the properties you want to be able to infuse into it. When

creating a magic staff with the capacity to switch special abilities

you essentially make one magic staff and simply infuse it withdream abilities, at a reduced cost. You must decide which special

abilities will be primary and dream. Primary special abilities are

always active and have their normal creation costs, while dream

special abilities do not take into account the primary special

ability when determining price, have one-quarter the normal cost,

must be of an equal or lesser base price modifier than the primary

special ability, and can only be activated via the expenditure

of dream points. The wielder of the staff, as a free action, can

expend 1 dream point per 1,000 gp base price the item would

 be if it only had the chosen dream special abilities. The item’s

special abilities switch for one encounter.

Charges used by the dream special abilities count against the

staff’s charge limit.

  For example, an 18th-level sorcerer who creates a staff of

enchantment can give it a dream special ability to mimic the staff

of illusion. The staff of enchantment would normally cost 65,000

gold, 2,600 XP, and 2,600 dream points, but with the addition

of the staff of illusion dream special ability the creation costs an

additional 16,250 gold (65,000/4), 650 XP, and 650 dream points

for a total of 81,250 gold, 3,250 XP, and 3,250 dream points.

Thus the sorcerer or anyone else who knows the staff’s dream

ability can use a free action and expend 65 dream points to make

the staff of enchantment into a staff of illusion for one encounter.

If he uses charges from the staff of illusion’s special abilities,

then those charges count against the charges the staff as a wholehas.

  Special: You can create dream-only staffs at only half the XP

cost, but normal gold cost, except these staffs can only be used

while within the Dream Plane and nowhere else.

Craft Wand [Item Creation]

  Dream Benefit: You can create magic wands

that can switch between spells it can cast. You

must be able to create a magic wand with the

 properties you want to be able to infuse into it.

When creating a magic wand with the capacity to switch spells

you essentially make one magic wand and simply infuse it with

dream spells, at a reduced cost. You must decide which spell

will be primary and dream. The primary spell is always active

and has its normal creation costs, while dream spells do not take

into account the primary spell when determining price, have

one-quarter the normal cost, must be of an equal or lesser base

 price modifier than the primary special ability, and can only be

activated via the expenditure of dream points. The wielder of

the wand, as a free action, can expend 1 dream point per 1,000gp base price the item would be if it only had the chosen dream

special abilities. The item’s special abilities switch for one

encounter.

Charges used by the dream spell count against the wand’s charge

limit.

  For example, a 9th-level sorcerer who creates a wand of

daylight can give it a dream spell ability to mimic a wand of

eagle’s splendor. The wand of daylight would normally cost

4,500 gold, 180 XP, and 180 dream points, but with the addition

of the wand of eagle’s splendor dream spell the creation costs an

additional 1,125 gold (4,500/4), 45 XP, and 45 dream points for a

total of 5,675 gold, 225 XP, and 225 dream points.

Thus the sorcerer or anyone else who knows the wand’s dreamability can use a free action and expend 5 dream points to make

the wand of daylight into a wand of eagle’s splendor for one

encounter. If he uses charges from the wand of eagle’s splendor’s

special abilities, then those charges count against the charges the

wand as a whole has.

  Special: You can create dream-only wands at only half the XP

cost, but normal gold cost, except these wands can only be used

while within the Dream Plane and nowhere else.

Craft Wondrous Item [Item Creation]

  Dream Benefit: You can create wondrous items that can

switch between special abilities. You must be able to create a

wondrous item with the properties you want to be able to infuse

into it. When creating a wondrous item with the capacity to

switch special abilities you essentially make one wondrous item

and simply infuse it with dream abilities, at a reduced cost. You

must decide which special abilities will be primary and dream.

Primary special abilities are always active and have their normal

creation costs, while dream special abilities do not take into

account the primary special ability when determining price, have

one-quarter the normal cost, must be of an equal or lesser base

 price modifier than the primary special ability, and can only be

activated via the expenditure of dream points. The wearer of the

wondrous item, as a free action, can expend 1 dream point per1,000 gp base price the item would be if it only had the chosen

dream special abilities. The item’s special abilities switch for one

encounter.

  Wondrous items may only be switched for other wondrous

items that take up the same body slot.

  For example, an 8th-level sorcerer who creates gloves of

storing can give it a dream special ability to mimic gloves of

dexterity +2. The gloves of storing would normally cost 10,000

gold, 400 XP, and 400 dream points, but with the addition of the

gloves of dexterity +2 dream special ability the creation costs an

additional 1,000 gold (4,000/4), 40 XP, and 40 dream points for a

total of 11,000 gold, 440 XP, and 440 dream points.

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  Thus the sorcerer or anyone else who knows the glove’s

dream ability can use a free action and expend 4 dream points

to make the gloves of storing into gloves of dexterity +2 for one

encounter.

  Dream Benefit: You can create dream-only wondrous items

at only half the XP cost, but normal gold cost, except these

wondrous items can only be used while within the Dream Plane

and nowhere else.

Deceitful [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Bluff or Disguise check even while in stressful situations.

Deflect Arrows [General]

  Dream Benefit: You can deflect exceptional ranged weapons,

like boulders and spells, by expending 1 dream point per 20 lb

of the object being deflected or a number of dream point equal

to five times the spell level (minimum 1 for 0-level spells) of the

spell to be deflected. Objects weighing less than 20 lb. do not cost

any dream points to deflect, just per round use of the feat.

Deft Hands [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Sleight of Hand or Use Rope check even while in

stressful situations.

Diehard [General]

  Dream Benefit: You can expend 10 dream points per 10 hit

 points you are below your threshold for death in order to continue

to act even after you should be dead. This benefit lasts for oneround after which, if you are still below the threshold for death

when it becomes your turn again, you must expend another 10

dream points per 10 hit points you are below your threshold for

death, or die.

Diligent [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Appraise or Decipher Script check even while in stressful

situations.

Dodge [General]  Dream Benefit: You can gain a +1 dream bonus to your

Armor Class versus attacks from your chosen opponent for every

dream point you expend. You can increase your dream bonus to

Armor Class versus your opponent by up to 1 + half your Base

Attack Bonus. This benefit lasts for one round.

Empower Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Endurance [General]

  Dream Benefit: You can expend 5 dream points to suppress

 being fatigued or 10 dream points to suppress being exhausted fo

one encounter.

Enlarge Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Eschew Materials [General]

  Dream Benefit: You can decrease the amount of gold a

spell requires by 2 gold pieces for every additional dream point

expended at the time of casting.

Extend Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Extra Turning [Special]  Dream Benefit: You can expend 10 dream points to make an

additional turning check beyond your normal turning allotment.

Exotic Weapon Proficiency [General]

  Dream Benefit: You can expend 10 dream points to Take 10

on a single attack roll with an exotic weapon you are proficient

with.

Far Shot [General]

  Dream Benefit: You can expend 5 dream points to double

the range increment of projectile weapons or triple the range

increment of a thrown weapon for one round. You can expend 10

dream points to triple the range increment of projectile weapons

or quadruple the range increment of a thrown weapon for one

round. You can expend 20 dream points to quadruple the range

increment of projectile weapons or quintuple the range increment

of a thrown weapon for one round.

 

Forge Ring [Item Creation]

  Dream Benefit: You can create rings that can switch between

special abilities. You must be able to create a ring with the

 properties you want to be able to infuse into it. When creating a

ring with the capacity to switch special abilities you essentially

make one ring and simply infuse it with dream abilities, at a

reduced cost. You must decide which special abilities will be

 primary and dream. Primary special abilities are always active

and have their normal creation costs, while dream special abilities

do not take into account the primary special

ability when determining price, have one-quarter

the normal cost, must be of an equal or lesser base

 price modifier than the primary special ability,

and can only be activated via the expenditure of

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dream points. The wearer of the ring, as a free action, can expend

1 dream point per 1,000 gp base price the item would be if it only

had the chosen dream special abilities. The item’s special abilities

switch for one encounter.

  For example, an 9th-level sorcerer who creates ring of

 protection +3 can give it a dream special ability to mimic a ring

of water walking. The ring of protection would normally cost

18,000 gold, 720 XP, and 720 dream points, but with the addition

of the ring of water walking dream special ability the creation

costs an additional 3,750 gold (15,000/4), 150 XP, and 150 dream points for a total of 21,750 gold, 870 XP, and 870 dream points.

Thus the sorcerer or anyone else who knows the ring’s dream

ability can use a free action and expend 15 dream points to make

the ring of protection +3 into a ring of water walking for one

encounter.

  Special: You can create dream-only rings at only half the XP

cost, but normal gold cost, except these rings can only be used

while within the Dream Plane and nowhere else.

Great Cleave [General]

  Dream Benefit: As Cleave, except that you can make any

number of 5-foot moves, in between attacks, up to your basespeed as long as you did not move before your initial attack.

Greater Spell Focus [General]

  Dream Benefit: You can expend 2 + 2 dream points per spell

level to grant a +1 dream bonus to the effective caster level of

a single spell for purposes of determining level-dependent spell

variables, such as damage dice or range.

Greater Spell Penetration [General]

  Dream Benefit: You only have to expend 15 dream points to

use the luck roll dream point ability when making a caster level

check to defeat a creature’s spell resistance or dispel a magic

effect.

Greater Two-Weapon Fighting [General]

  Dream Benefit: You can expend 20 dream points to lower

your two-weapon fighting penalties for both your primary hand

and off hand attacks by 2 for one encounter.

Greater Weapon Focus [General]

  Dream Benefit: When attacking with your chosen weapon,

you only have to expend 15 dream points to use the luck roll

dream point ability.

Greater Weapon Specialization [General]

  Dream Benefit: When using the weapon

you have selected, you can expend 15 dream

 points before making the attack roll in order to

roll damage twice. You take the better of the two

damage results.

Great Fortitude [General]

  Dream Benefit: You can expend 2 dream points to grant a +1

dream bonus to a Fortitude saving throw as a reaction. You can

have a dream bonus to your Fortitude save equal to 1 + half your

effective character level.

Heighten Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Improved Bull Rush [General]

  Dream Benefit: You only have to expend 15 dream points

to use the luck roll dream point ability when making opposed

Strength checks to initiate or oppose a bull rush special attack.

Improved Counterspell [General]

  Dream Benefit: You only have to expend 15 dream points to

use the luck roll dream point ability when attempting to identify

the opponent’s spell in order to counter it.

Improved Critical [General]

  Dream Benefit: When using the weapon you have selected,

you only have to expend 15 dream points to use the luck roll

ability when rolling to confirm a critical hit.

Improved Disarm [General]

  Dream Benefit: You only have to expend 15 dream points to

use the luck roll dream point ability when making opposed attack

rolls to initiate or oppose a disarm special attack.

Improved Feint [General]

  Dream Benefit: You can expend 10 dream points to perform a

feint action as a free action.

Improved Grapple [General]

  Dream Benefit: You only have to expend 15 dream points

to use the luck roll dream point ability when making opposedgrapple checks to initiate or oppose a grapple special attack.

Improved Initiative [General]

  Dream Benefit: You can pay 10 dream points in order to roll

initiative and act in a surprise round even when you would not

normally be able to do so.

Improved Overrun [General]

  Dream Benefit: You only have to expend 15 dream points

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to use the luck roll dream point ability when making opposed

checks to initiate or oppose an overrun special attack.

Improved Precise Shot [General]

  Dream Benefit: You can decrease the armor or natural armor

 bonus granted by an opponent’s armor or hide by 1 for every 2

dream points you expend. You can lessen the armor or natural

armor of an opponent by up to 1 + half your Base Attack Bonus.

This affects only one ranged attack.

Improved Shield Bash [General]

  Dream Benefit: You can gain a +1 dream bonus to your shield

 bonus for every 2 dream points you expend versus an opponent

you have successfully shield bashed. You can increase your shield

 bonus to Armor Class versus your shield bashed opponent by

up to 1 + half your Base Attack Bonus. This affects the shield-

 bashed opponent for one round.

Improved Sunder [General]

  Dream Benefit: You only have to expend 15 dream points to

use the luck roll dream point ability when making opposed attack

rolls to initiate or oppose a sunder special attack.

Improved Trip [General]

  Dream Benefit: You only have to expend 15 dream points

to use the luck roll dream point ability when making opposed

checks to initiate or oppose a trip special attack.

Improved Turning [General]

  Dream Benefit: You only have to expend 15 dream points to

use the luck roll dream point ability when making turning checks.

Improved Two-Weapon Fighting [General]

  Dream Benefit: When attacking with the off hand, you only

have to expend 15 dream points to use the luck roll dream point

ability. This can only affect the off hand attack roll, not the

 primary attack roll.

  Special: If you have greater weapon focus in the weapon you

are using in your off hand attack it only takes 12 dream points to

use the luck roll dream point ability in conjunction with an offhand attack.

Improved Unarmed Strike [General]

  Dream Benefit: You can increase your unarmed damage by

one category for one encounter by expending 10 dream points.

The following is a progressive list of damage categories: 1d2,

1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 2d10, 3d8, 3d10, 4d8, 4d10.

Investigator [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Gather Information or Search check even while in

stressful situations.

Iron Will [General]

  Dream Benefit: You can expend 2 dream points to grant a +1

dream bonus to a Will saving throw as a reaction. You can havea dream bonus to your Will save equal to 1 + half your effective

character level.

Leadership [General]

  Dream Benefit: No change, because followers and cohorts

gained via this feat are more powerful than normal due to their

additional racial dream traits, surreal class features, dream points,

and other abilities granted while within the Dream Plane.

Lightning Reflexes [General]

  Dream Benefit: You can expend 2 dream points to grant a

+1 dream bonus to a Reflex saving throw as a reaction. You can

have a dream bonus to your Reflex save equal to 1 + half your

effective character level.

Magical Aptitude [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Spellcraft or Use Magical Device check even while in

stressful situations.

Manyshot [General]

  Dream Benefit: You can expend 10 dream points to ignore

your manyshot penalties when firing two arrows at once. You can

expend 15 dream points to ignore your manyshot penalties when

firing three arrows at once. You can expend 20 dream points to

ignore your manyshot penalties when firing four arrows at once.

This benefit only lasts for one manyshot attack.

Martial Weapon Proficiency [General]

  Dream Benefit: See Exotic Weapon Proficiency for more

details.

Maximize Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Mobility [General]

  Dream Benefit: You can gain a +1 dream

 bonus to your Armor Class versus attacks of

opportunity for every dream point you expend.

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You can increase your dream bonus to Armor Class versus attacks

of opportunity by up to 1 + half your Base Attack Bonus. This

 benefit lasts for one round.

Mounted Archery [General]

  Dream Benefit: You can expend 5 dream points to ignore the

mounted penalty when double moving or 10 dream points when

running. This benefit lasts for one round.

Mounted Combat [General]

  Dream Benefit: You can expend 5 dream points to make a

Ride check in place of your mount’s Reflex save. If your Ride

check result is higher than the Difficulty Class of the Reflex save

the mount is considered to have succeeded its Reflex saving

throw. This ability can only be used once per round.

 Natural Spell [General]

  Dream Benefit: You can expend 5 dream points to use magic

items you could not normally use, while in wild shape This benefit lasts for one round.

 Negotiator [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Diplomacy or Sense Motive check even while in stressful

situations.

 Nimble Fingers [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Disable Device or Open Lock check even while instressful situations.

Persuasive [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Bluff or Intimidate check even while in stressful

situations.

Point Blank Shot [General]

  Dream Benefit: You can gain a +1 dream bonus to attack

and damage rolls at point blank range for every 2 dream pointsyou expend before making a single attack roll. You can have a

maximum dream bonus to attack and damage equal to 1 + half

your Base Attack Bonus.

You can also expend 10 dream points to extend your point

 blank range out to 60 feet. This benefit lasts for one round.

  Special: Dream bonuses to damage are not multiplied when

you score a critical hit.

Power Attack [General]

  Dream Benefit: You can expend a 1 dream

 point per -1 penalty you take on your attack rolls to gain a +1

dream bonus to your damage in addition to the damage bonus

normally gained from this feat. This benefit lasts for one round.

  If you are wielding a two-handed weapon or a one-handed

weapon in two hands, instead you can expend 1 dream point per

-1 penalty you take on your attack rolls to gain a +2 dream bonus

to your damage in addition to the damage bonus normally gained

from this feat.

  Special: Dream bonuses to damage are not multiplied when

you score a critical hit.

Precise Shot [General]

  Dream Benefit: You can decrease the cover bonus to Armor

Class for one opponent by one category for every 5 dream points

you expend. You cannot decrease the cover bonus of an opponent

that is behind total cover. This benefit lasts for one round.

Quicken Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Quick Draw [General]

  Dream Benefit: You can expend 10 dream points to draw a

hidden weapon as a free action.

Rapid Reload [General]

  Dream Benefit: You can expend 5 dream points to avoid

attacks of opportunity, while reloading a crossbow.

Rapid Shot [General]

  Dream Benefit: You can expend 5 dream points to ignore the

rapid shot penalty. This benefit lasts for one round.

Ride-By Attack [General]

  Dream Benefit: You can expend 5 dream points to ignore

attacks of opportunities from a single opponent while using this

feat. You may designate multiple opponents that you ignore for

 purposes of attacks of opportunity, but must expend 5 dream

 points for each such opponent. This benefit lasts for one round.

Run [General]

  Dream Benefit: You can make a direction change of up to

45 degrees or less for every 5 dream points you expend while

running, but only move four times your normal speed if wearing

light or no armor and carrying a light load or three times your

speed if in medium or heavy armor or carrying a medium or

heavy load.

Scribe Scroll [Item Creation]

  Dream Benefit: You can create magic scrolls that can switch

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 between spells it can cast. You must be able to create a magic

scroll with the properties you want to be able to infuse into it.

When creating a magic scroll with the capacity to switch spells

you essentially make one magic scroll and simply infuse it with

dream spells, at a reduced cost. You must designate both the

 primary and dream spell at the time of creation. The primary

spell is always active and has its normal creation costs, while

dream spells do not take into account the primary spell when

determining price, have one-quarter the normal cost, must be of

an equal or lesser base price modifier than the primary specialability, and can only be activated via the expenditure of dream

 points. The user of the scroll, as a free action, can expend 1

dream point per 1,000 gp base price the item would be if it only

had the chosen dream special abilities. The item’s special abilities

switch for one encounter.

  Scrolls with more than one spell can have multiple dream

spells associated with it, but each dream spell must be paired with

a primary spell so that when one is used so is the other.

  For example, a 9th-level cleric who creates a scroll of break

enchantment can give it a dream spell ability to mimic a scroll of

wall of stone. The scroll of break enchantment would normally

cost 1125 gold, 45 XP, and 45 dream points, but with the addition

of the scroll of wall of stone dream spell the creation costs anadditional 282 gold (1125/4), 12 XP, and 12 dream points for a

total of 1407 gold, 57 XP, and 57 dream points.

Thus the sorcerer or anyone else who knows the scroll’s dream

ability can use a free action and expend 2 dream points to make

the scroll of break enchantment into a scroll of wall of stone for

one encounter.

  Special: You can create dream-only scroll at only half the XP

cost, but normal gold cost, except these scrolls can only be used

while within the Dream Plane and nowhere else.

Self Sufficient [General]

  Dream Benefit: You can expend 5 dream points to Take 10 on

a single Heal or Survival check even while in stressful situations.

Shield Proficiency [General]

  Dream Benefit: You can expend dream points to lower the

 penalties of shields you wield for one encounter. For 5 dream

 points you expend the armor check penalty decreases by 1, the

arcane spell failure lowers by 5%, and grant yourself an amount

of cover depending upon the type of shield used. Small shields

grant one-quarter cover and medium shields grant one-half cover

to any one direction. Bucklers grant no cover, but no longer cause

an offhand penalty to attack rolls.

Shot on the Run [General]

  Dream Benefit: You can expend 5 dream points to ignore

attacks of opportunities from a single opponent while using this

feat. You may designate multiple opponents that you ignore for

 purposes of attacks of opportunity, but must expend 5 dream

 points for each such opponent. This benefit lasts for one round.

Silent Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Simple Weapon Proficiency [General]

  Dream Benefit: See Exotic Weapon Proficiency for more

details.

Skill Focus [General]

  Dream Benefit: You lower the dream point cost by 5 when

using the luck roll dream point ability in conjunction with the

skill you have focused on.

Snatch Arrows [General]

  Dream Benefit: You can expend 5 dream points to reflect

a ranged attack towards an opponent within the first range

increment of the weapon being deflected. This reflected attack

uses your base attack bonus and an attack of opportunity. If you

do not have an attack of opportunity, then you cannot reflect the

attack only snatch it. You can also reflect exceptional ranged

attacks by expending 5 dream points per 20 lb of the object being

deflected (those objects of less than 20 lb. do not cost any dream

 points to reflect) or a number of dream point equal to 10 times the

spell level (minimum 5 for 0th level spells).

Spell Focus [General]

  Dream Benefit: You can expend 5 + 5 dream points per spell

level to grant a +1 dream bonus to the effective caster level of

a single spell for purposes of determining level-dependent spell

variables, such as damage dice or range.

Spell Mastery [Special]

  Dream Benefit: You can retain any spell you are considered

to have spell mastery of, which you have just cast by expending

10 + 10 dream points per spell level. This restores the spell to

your memory and you may cast it again.

Spell Penetration [General]

  Dream Benefit: You can expend 2 + 2 dream points per spell

level to grant a +1 dream bonus to the caster level checks of asingle spell in regards to beating a creature’s spell resistance or

dispelling magic effects.

Spirited Charge [General]

  Dream Benefit: You can make a direction change of up to

45 degrees or less for every 5 dream points you expend while

charging with your mount.

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Spring Attack [General]

  Dream Benefit: You can expend 5 dream points to ignore

attacks of opportunities from a single opponent while using this

feat. You may designate multiple opponents that you ignore for

 purposes of attacks of opportunity, but must expend 5 dream

 points for each such opponent. This benefit lasts for one round.

Stealthy [General]

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Hide or Move Silently check even while in stressful

situations.

Still Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Stunning Fist [General]

  Dream Benefit: You can expend dream points to increase

the Difficulty Class of the Fortitude save by 1 for every 5 dream

 points you expend. You can have a maximum dream bonus to

the Fortitude DC equal to 1 + half your Base Attack Bonus. This

 benefit lasts for one round.

Toughness [General]

  Dream Benefit: You can expend 10 dream points to gain 5

temporary hit points for one encounter.

  Special: Each time this feat is taken you can expend an

additional 10 dream points to gain an additional 5 temporary

dream points for one encounter.

Tower Shield Proficiency [General]

  Dream Benefit: See Shield Proficiency.

Track [General]

  Dream Benefit: You can use the dream actions listed under

the Track Dream Actions sidebar found next to the Survival skill

entry.

Trample [General]

  Dream Benefit: You can expend 15 dream points to grant

your mount the ability to use the luck roll dream point ability

when making opposed checks to initiate or oppose an overrun

(trample) special attack.

Two-Weapon Fighting [General]

  Dream Benefit: You can expend 5 dream

 points to lower your two-weapon fighting

 penalties for both your primary hand and off hand

attacks by 2. This benefit lasts for one round.

Two-Weapon Defense [General]

  Dream Benefit: You can gain a +1 dream bonus to your shield

 bonus for every 2 dream points you expend. You can increase

your shield bonus to Armor Class by up to 1 + half your Base

Attack Bonus. This benefit lasts for one round.

Weapon Finesse [General]

  Dream Benefit: You can expend 10 dream points to finesse a

one-handed weapon that usually cannot be finessed. This benefit

lasts for one encounter.

Weapon Focus [General]

  Dream Benefit: When using the weapon you have selected,

you can gain a +1 dream bonus to a single attack roll for every 2

dream points you expend before making the attack roll. You can

have a maximum dream bonus to attack equal to 1 + half your

Base Attack Bonus.

Weapon Specialization [Special]

  Dream Benefit: When using the weapon you have selected,

you can gain a +1 dream bonus to damage rolls for every dream

 point you expend before making the attack roll. You can have a

maximum dream bonus to damage equal to 2 + your Base Attack

Bonus.

  Special: Dream bonuses to damage are not multiplied when

you score a critical hit.

Widen Spell [Metamagic]

  Dream Benefit: See Metamagic Rules for details.

Whirlwind Attack [General]

  Dream Benefit: You can expend 5 dream points per

threatened opponent to make a second whirlwind attack with the

same full-round action.

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 New Feats

  The following feats were created specifically for play in the

Dream Plane and as such most do not have any effect outside of

such a setting. The feat type of Dream distinguishes these feats

from those that can be used outside of the Dream Plane and

it is recommended that players talk to their GM before taking

them. This section also introduces Metaweave feats which can

 be attached to weaves created via the Dream Weaving skill in a

similar fashion to how Metamagic feats can be applied to spells.

Adept Intelligence [Dream]

  Prerequisite: Character level 4th, Int 13+.

  Dream Benefit: You can add your Intelligence modifier to

your Dexterity score a number of times per day equal to 1 + half

you level. It is a free action to use and the effect lasts for one

encounter.

Dream Caster [Dream]

  Prerequisites:  Dream Touched  Dream Benefit: You can cast dream descriptor spells at half

their normal dream point cost and 0th-level dream descriptor

spells without dream point cost.

Dream Touched [Dream]

  Dream Benefit: You gain the Dream Weaving, Handle

Progeny, and Weavecraft skills as class skills.

Enduring Wisdom [Dream]

  Prerequisite: Character level 4th, Wis 13+.  Dream Benefit: You can add your Wisdom modifier to your

Constitution score a number of times per day equal to 1 + half

your level. It is a free action to use and the effect lasts for one

encounter.

Enlarge Weave [Metaweave, Dream]

  Prerequisite: Dream Touched.

  Dream Benefit: You can double the range of the spell-like

effects created by the Dream Weaving skill by expending 10

dream points at the time of weaving. Spell-like effects whose

ranges are not close, medium, or long, are not affected by thisfeat.

Extend Weave [Metaweave, Dream]

  Prerequisite: Dream Touched.

  Dream Benefit: You can double the duration of the spell-

like effects created by the Dream Weaving skill by expending

10 dream points at the time of weaving. Spell-like effects with

a duration of concentration, instantaneous, or permanent are not

affected by this feat.

Greater Weave Focus [Dream]

  Dream Benefit: Add +1 to the Difficulty Class for all saving

throws against your weaves. This bonus stacks with the one from

Weave Focus. You can expend 2 dream points per spell level to

grant a +1 dream bonus to the effective weave level of a single

weave (maximum +20) for determining weave effects, but not

 beating a creature’s spell resistance.

Greater Weave Penetration [Dream]

  Dream Benefit: You get a +2 bonus to weaver level

checks (1d20 + weaver level) made to overcome a creature’s

spell resistance. This bonus stacks with the one from Weave

Penetration. You can expend 1 dream points per spell level

to grant a +1 dream bonus to the weaver level checks of a

single weave in regards to beating a creature’s spell resistance

(maximum +20).

Heighten Weave [Metaweave, Dream]

  Prerequisite: Dream Touched.  Dream Benefit: You increase the effective spell level of a

weave created by the Dream Weaving skill by expending 10

dream points per effective level increase at the time of weaving.

All effects dependent on level (saving throw DCs and ability to

 penetrate lesser globe of invulnerability) are calculated according

to the new effective spell level of the weave.

Inner Essence [Dream]

  Prerequisite: Dream Touched.

Dream Benefit: You gain 5 extra dream points.

  Special: You can take this feat multiple times. Its effects stack

Lethal Strike [Dream, Optional]

  Prerequisite: Base attack bonus +3.

  Dream Benefit: Your can deal lethal or nonlethal damage, at

your option, to awakened characters, but when attempting to deal

lethal damage you suffer a -4 penalty on your attack rolls. You

can reduce the attack penalty by one for every 2 dream points you

expend. This benefit lasts for one round.

  Normal: Without this feat, you cannot deal lethal damage to

awakened characters, only nonlethal.

  GM’s Note: This feat is an optional one and GMs should only

let it into their campaigns after careful consideration of its deadlyimplications.

Strength of Personality [Dream]

  Prerequisite: Character level 4th, Cha 13+.

  Dream Benefit: You can add your Charisma modifier to you

Strength score a number of times per day equal to

1 + half your level. It is a free action to use and

the effect lasts for one encounter.

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Silent Weave [Metaweave, Dream]

  Prerequisite: Dream Touched.

  Dream Benefit: You can use the Dream Weaving skill without

verbal components on a single weave, but must expend 10 dream

 points to do so.

Still Weave [Metaweave, Dream]

  Prerequisite: Dream Touched.  Dream Benefit: You can use the Dream Weaving skill without

somatic components on a single weave, but must expend 10

dream points to do so.

True Damage [Metamagic, Dream, Optional]

  Prerequisite: Caster level 3rd.

  Dream Benefit: A true damage spell deals lethal damage to

awakened characters instead of nonlethal damage. For example, a

true damaged magic missile deals 1d4+1 points of lethal damage

to an awakened character, not 1d4+1 nonlethal damage. Non-

damaging spells are not affected. A true damaged spell uses upa spell slot two levels higher than the spell’s actual level. See

Metamagic Rules for details on lowering the spell slot cost of this

feat.

  GM’s Note: This feat is an optional one and GMs should only

let it into their campaigns after careful consideration of its deadly

implications.

Visionary [Dream]

  Benefit: You get a +2 bonus on all Dream Weaving checks

and Weavecraft checks.

  Dream Benefit: You can expend 5 dream points to Take 10

on a single Dream Weaving or Weavecraft check even while in

stressful situations.

Weave Focus [Dream]

  Dream Benefit: Add +1 to the Difficulty Class for all saving

throws against your weaves. You can expend 5 dream points per

effective spell level to grant a +1 dream bonus to the effective

weaver level of a single weaver (maximum +10) for determining

weave effects, but not beating a creature’s spell resistance.

Weave Penetration [Dream]  Dream Benefit: You get a +2 bonus to weaver level checks

(1d20 + weaver level) made to overcome a creature’s spell

resistance. You can expend 2 dream points per spell level to grant

a +1 dream bonus to the character level checks of a single weave

in regards to beating a creature’s spell resistance (maximum +10).

Widen Weave [Metaweave,

Dream]

  Prerequisite: Dream Touched.

  Dream Benefit: You can double the area of the spell-like

effects created by the Dream Weaving skill by expending 30

dream points at the time of weaving. Spell-like effects that do

not have a burst, emanation, line, or spread area of effect, are not

affected by this feat.

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Equipment: Dream Items

  In the Dream Plane, almost everything is created out of the

imaginings of its inhabitants which raises many questions that

GMs should consider before beginning play from what are

dreams made of to what is the symbolism of items and objects

within the Dream Plane? This section provides a series of quick

reference charts that list the Craft DC and DP cost of weapons,

armors, and equipment created in the Dream Plane for dream

created items. Additionally, new items are introduced to engendera feel for some of the exotic possibilities that players and GMs

can create for campaigns in a Dream Plane.

What Are Dreams Made Of?

  At first this might sound like a strange question, but it is one

 best answered before beginning a campaign. Options range

from dreams being made of pure thought to some special dream

material. Each choice has its own implications and fosters its own

questions.

  Dream Substance/Elements: The Dream Plane is created

out of a malleable dream substance or multiple dream elementseach with their own morphic properties. This concept works well

in concert with a Dream Plane with highly morphic or active

morphic traits, as the dream substance or elements can be used as

the source of the world’s transformative properties. This option

also works well with the sentient morphic trait, as the Dream

Plane could be a colossal creature and the dream substance its

shape-shifting skin. Progeny characters, particularly in a sentient

Dream Plane, could also be created out of a dream substance. If

using dream elements one could say that certain components lend

themselves to the creation of dreamspawn or nightmare creatures.

  GMs should feel free to create unique dream substance or

elements, but each should have some kind of catalyst that helps

trigger its transformation, such as gold. The decision as towhether there is one unified dream substance or multiple dream

elements is important, as each has its own implications. If the

Dream Plane is fashioned from a single dream substance, it leads

to the notion that everything is relative and nothing has a set

reality; instead all things can be changed to fit the individual’s

imagination. On the other hand, multiple dream elements,

 perhaps based loosely upon those within the Material Plane,

might each have their own specific capabilities and limitations

that GMs and players must deal with during the course of

adventuring. Consequently, this adds a level of complication to

the Dream Plane that some GMs may wish to avoid.

  Both the dream substance and dream elements concepts

work well with the Craft skill rules presented in the skillssection above, however the GMs may wish to create a different

catalyst than gold for the permanent transformation of the dream

substance or elements. The gold costs listed under the Craft skill

are simply meant to represent the relative benefit of creating a

 permanent item of the type indicated. Whatever catalyst is used,

GMs are encouraged to keep its relative value as close to possible

to those listed in the PHB as the ability to create anything one

wants out of a single substance can lead to abuses by players if

there is no cost associated with it. One alternative is to sacrifice

a number of XP equal to the dream point cost of the item, but

this makes creating permanent mundane items a costly adventure

and slows down character progression, which a GM may wish to

avoid.

  Normal Elements: The Dream Plane is made out of the

same substances as the Material Plane. This works well with an

alterable or entwined morphic Dream Plane and lends itself to a

similarity and connection to the Material Plane. GMs have very

little work to do with a Dream Plane populated out of normal

elements as everything is created and altered using the normal

rules under the Craft skill presented in the PHB rather than those

 presented earlier in this chapter.  Pure Thought: The Dream Plane is formed from the thoughts

and imaginings of its inhabitants. This works well with almost

any kind of Dream Plane, as thoughts can range from static to

erratic in nature. There are a plethora of possibilities within such

a world where thoughts rule reality, but an important question

must be answered with regards to who’s thoughts reign supreme:

Is the Dream Plane ruled by majority with the wishes and desires

of the masses determining what exists or is that power held by

only certain characters? Is the Dream Plane a constant conflict

of interests with each inhabitant’s will seeking dominance over

its immediate area or is the plane itself seeking dominance over

all other’s wills? The answers to these questions will help shape

the environment and mood of the Dream Plane, so GMs shouldconsider each of these possibilities and decide upon the one that

 best fits their campaign.

  The Craft skill works as presented for the idea of temporary

items, but gold or some other catalyst does not, so it is

recommended that XP equal to the dream point cost of the item

 be sacrificed to make crafted items permanent.

  Combination: The Dream Plane could also be any

combination of the three concepts above. When using a

combination approach it is important to decide which dream

element determines the Dream Plane’s veracity, and how the

remaining dream elements affect it. Are there pockets of space

within the Dream Plane that differ from the norm or is reality

layered? If there are pockets of divergent reality, do they appearin specific areas or do they roam the Dream Plane in erratic

 paths? A tiered realm might have a dominant reality that is stable,

 but also have hidden pockets or latent layers of pure thought,

sentient matter that has a profound effect on the dominant reality

when triggered by specific creatures, actions, or events.

Crossing Over?

  One important concept GMs must resolve is whether items

can be transported between the Dream Plane and other planes.

This may depend upon the dreamer type or what the Dream Plane

is made out of. A GM might even wish to use both as determiningfactors.

  Dreamer Types and Crossing Over: If crossing over is

dependent upon the dreamer’s type, try one of the following

solutions.

Slumbering characters bring figment, phantasmal, or psychic

versions of their own equipment into the Dream Plane depending

upon the form they have taken. These items are essentially menta

 projections based upon the character’s real items,

 but have no real substance in the Dream Plane.

Such items cease to exist within the Dream Plane

once the slumbering character departs and do not

truly cross over into the Dream Plane. Likewise,

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dream items can be brought back in a figment, phantasmal, or

 psychic form, but not in complete reality. Such items can only

 be seen and used by the character who brought it back from

the Dream Plane, and only affect specific things or individuals

in the real world. For instance, one might require a psychic

dream component, such as the sword of dreams, in order to

slay a guardian creature, open an eldritch door, or complete an

ancient ritual. A slumbering character, unknown to himself or

others, might bring a psychic item back with them after a dream

or nightmare, and an entire adventure might be had trying tofigure out the significance of the psychic item and protecting the

individual from those who want it for their own ends.

Awakened characters in dream form have the ability to take

and bring psychic items to and from the Dream Plane, while

those in shadow or living forms present other options. The

shadow form makes it plausible for quasi-real items to cross

over between the Dream Plane and other planes. Shadow items

are only partially real like the things created by the shadow

conjuration spell. Such objects are visible to others, though only

vaguely so, and are useable by anyone who wields them. Shadow

objects, like the pyshic one mentioned above, could be important

factors within adventures outside of the Dream Plane. Awakened

characters with the living form might even bring back real itemsfrom the Dream Plane. In this case, items are fully functional and

have their normal effects outside of the Dream Plane, perhaps

even allowing one to use certain dream abilities outside of the

dream. Such items would be highly sought after and depending

upon the circumstance of the dream one has that leads to its

acquisition, they might also be seen as gifts from a higher power.

  Corporeal characters should be able to bring their items

 physically into and out of the Dream Plane, but taking things

from the dream may not be so easy. The GM should decide on

what, if anything, can be brought out of the Dream Plane; as

there may be times when players will want to bring something

 back and the GM should seek to be as consistent as possible. A

Wisdom check (DC 16) may be necessary to take dream items back, or perhaps one only needs to cast a spell. A GM might

decide that dream items become mundane when removed from

the Dream Plane and lose their special properties. Lastly, a GM

may decide that dream items cannot cross over, not matter what is

done to them.

  Native characters leaving the Dream Plane have their dream

equipment brought with them, but with their special dream

qualities suppressed. Conversely, a GM might decide it important

that native characters retain useful dream items to make up for

the loss of their racial dream traits. Another option is to have

native creatures cross over with nothing. In this case, they need

to seek out new equipment (and clothing) in order to fit into the

world beyond dreams.

  Dream Plane and Crossing Over: If crossing over is dependent

upon what the Dream Plane is made of, then try some of the

following options.

  Dream substance or elements imply uniqueness, therefore

items brought from the Dream Plane into other planes could

garner strange reactions from their surrounding reality. Dream

items might give off an aura of the surreal and

make it possible to do the supernatural. On the

other hand, a dream substance or elements might

lie dormant while within other planes or require

special spells or rituals to activate. Lastly, a

GM could conclude that dream substance or elements cannot

exist outside the dream and not allow any dream items out of the

Dream Plane.

  Normal elements lead to the understandable conclusion that

 because dream items are made of the same elements as other

 planes, they should carry over their normal effects.

  Pure thought goes well with the idea of psychic items as

 presented above. This means dream items can only be brought

 back in the psyche of the character who entered the Dream Plane.

Two good options for transporting psychic items from the DreamPlane include a mandatory Wisdom check (DC 16) or the casting

of a specific spell designed to bring back or create such objects.

  Sifting: One final concept worth noting is “sifting” through

character’s equipment upon entrance or exit from the Dream

Plane. When items are transported through the Dream Plane

they are sifted through by some greater power (or even the

Dream Plane itself if it is sentient). In this way a character’s

equipment and items are retained, modified, replaced, or simply

taken away at the GMs discretion. For example, an awakened

character carrying a bag of holding, a cloak of charisma +2, a

luck blade, and a week’s worth of iron rations might end up with

an intelligent and talkative bag of holding, a cloak of charisma

+2, a +2 keen short sword, a temporary lantern of revealing,and no iron rations. If the GM is feeling especially creative,

he could even devise recurring items that make “special guest

appearances,” such as a talkative walking staff for a reserved

wizard or an animated thieves’ kit with an eccentric personality.

Working these sorts of things in adds to the atmosphere and spirit

of a campaign.

What About Symbolism?

  Symbolism is an important aspect to dreams and as such the

significant items found within the Dream Plane should receive a

 bit of subtle polish to make them evocative of hidden concepts.

Simile and metaphor are old, but powerful literary devices, which

GMs should not shy away from using. Of course it is imperative

for the symbology of a Dream Plane to be consistent, and as

such a GM will have extra work to do in adventure preparation

and in-game description of the world. It is recommended that

a GM find a book on symbolism that fits his campaign concept

to be used as a reference when creating the items that populate

the Dream Plane. This will help create a thread of consistency

underlining the presentation of the material, which will draw

 players into both scene and setting, and if done properly they will

 begin to understand and even gleam clues from the appearance

of particular objects within the Dream Plane. Using mirrored

imagery creates a bridge of belief within players and amplifiesthe affect of GM descriptions. The use of symbolism garners

the attention of the players as they search for the deeper truths

hidden beneath the intricate exteriors of the items they encounter.

Symbolic objects can be used to foreshadow things to come or

 provide insight into the character of those most closely bound to

them. GMs are encouraged to explore other uses for symbolism,

of which there are many more than can be dealt with here, and

are best explained in content specific reference books that deal

exclusively in dreams or symbolism.

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Sample Symbols

The following section provides a short exploration of symbols

to help foster depth to the dream’s reality. Their appearance in

an object’s description should indicate its function or hint to its

owner’s character. These symbols can be engraved into the hilt

of a sword, depicted in a fresco, or appear as shapes within the

clouds. Each of the symbols below has a plethora of possible

interpretations, which rely entirely upon how they are presented

to the players. The GM is encouraged to use them to indicateother notions and not just those presented below.

Acorn: Life, fertility, and immortality. Closely associated with

fey.

Alchemy: The search for knowledge and the perfection of self.

Tied to gnomish inquisitiveness and ingenuity.

Alcohol: The lifting of prohibitions and inhibitions and the

liberation of one’s creative spirit and imagination. It also has both

a creative and destructive quality depending upon how it is being

used or misused.

Ale: Hardiness, generosity, and hospitality. Closely associated

with dwarves.

Almond: Sweetness, charm, and delicacy. Often connected withthe feminine and the elven race.

Aloe: Suffering and repentance. Representative of the hope

embodied by the paladin’s calling.

Amber: Solar, spiritual, and divine attraction. Closely associated

with good clerics and paladins.

Anchor: Good luck, safety, security, and thus trust and

confidence.

Angels: A good spirit.

Ants: Diligence and industriousness. Kobolds are sometimes

associated with this symbol.

Anvil: Work and craftsmanship. Representative of dwarven

manual labor.

Ape: Malice and physical ugliness.

Arch: Rebirth and leaving the old and entering the new.

Armor: Protection and chivalry.

Arrow: Hunting. Closely associated with elven precision and

 prowess with the bow.

Axe: Work and battle. Tied to dwarven and orcish tenacity and

courage.

Bat: Darkness and obscurity. Often connected with vampires and

other minions of the night.

Bear: Warriors and enormous strength.

Beard: Wisdom and sovereignty. Closely associated with

 judicious nature of the dwarves.

Bee: Bravery, harmony, and perfect community.Bell: Freedom and life. Bards are linked to this symbol.

Belt: Restriction.

Birds: The soul, thought and imagination, transcendence and

divinity, freedom from materialism. Monks are sometimes

associated with this symbol.

Blindness: Inner vision, impartiality, or ignorance.

Blood: Life itself.

Blue: Spirit and intellect and inner reflection. It also represents

loyalty, fidelity, constancy, and chastity.

Boat: Journey, adventure, exploration.

Bones: Mortality or even indestructible life. Representative of

the undead.

Book: Knowledge and wisdom, but also might represent

forbidden lore depending upon the presentation of the book.

Bread: Physical and spiritual nourishment and cultural

development.

Bridge: Communication, unity, and passage from one state to

another.

Broken Crown: Fall from power, loss of authority, and anarchy.

Butterfly: Transformation, hope, rebirth, resurrection, and

triumph.

Candle: Light in the darkness of life, hope, and truth. Paladinsare closely associated with this symbol.

Cave: Death or the search for meaning or truth.

Chains: Slavery, the bonds of marriage, and unity.

Circle: Wholeness, perfection, the infinite, and timelessness.

Coins: Wealth and entrepreneurialism. Representative of the

opportunist nature of halflings.

Crown: Power, authority, royalty, and unity.

Cups: Libation and celebration.

Dancers: Creativity and harmony with the divine.

Darkness: Death, destruction, captivity, spiritual darkness.

Evocative of evil clerics and creatures of ill intent.

Dawn: Hope, opportunity, birth, and rebirth. Evocative of the

 paladin’s code.Diamond: Durability, consistency, sincerity, innocence,

 perfection, and faithfulness. Representative of the monk’s search

for self-perfection.

Dog: Loyalty and vigilance.

Donkey: Symbolizes humility, patience, poverty, and stupidity.

Door: Transition and metamorphosis. An open door represents

welcome and invitation, while a closed door indicates rejection,

 protection, secrecy, exclusion or even imprisonment.

Dragon: Supernatural power, wisdom, strength, and hidden

knowledge. Chromatic dragons indicate evil, while metallic

dragons signify good.

Eagle: Inspiration, freedom, victory, pride, and royalty.

Eye: Intelligence, vigilance, clairvoyance, and truth. The color ofone’s eyes mirror the characteristics of the soul.

Father: Law and order.

Fire: Inspiration, destruction, rebirth, and illumination. Fire has a

varied symbolic meaning, which depends highly upon the context

it is used in. Barbarians are often associated with fire.

Fish: Life.

Flower: Young life, innocence, fragility, and beauty. Closely

associated with the fey.

Forest: Danger, secrets, and mysteries. Representative of the

elven people, druids, and rangers.

Garden: The soul, innocence, and happiness. An overgrown or

cruel-looking garden represents the corruption of one’s soul.

Gate: Entryway into unknown or significant place. The guardian

of a gate is typically symbolic of what might lie beyond.

Giant: Fear and violence.

Gloves: High status, cleanliness, and purity.

Gold: The sacred, durability, preciousness, and the sun. Closely

associated with good clerics and paladins.

Grapes: Intoxication, hospitality, and youthfulness. Tied to

halfling unpredictability and passion for the

 pleasures of life.

Hammer: Strength, justice, and revenge.

Associated with the dwarven people and their

sense of justice.

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Hand: Hard work.

Harp: Elegance, beauty, creativity, and the feminine. Linked to

the creative pursuits of the bard.

Hat: Power and authority. Different types of hats can reflect

one’s personality.

Heart: Compassion and understanding.

Hearth: Warmth and protection.

Horn: Strength, aggressiveness, power, and divinity. Evocative

of the barbarian’s potency and prowess in battle.

Horse: Intelligence, impulsiveness, instincts. Different colorhorses have different connotations, such as red implying

destruction, black meaning death, and white representing victory.

Ice: Frigidity, rigidity, and absence of love.

Insect: Greed and precision. Goblins and kobolds are often

equated with insects

Ivy: Eternity, immortality, life, dependence, and attachment.

Key: Liberation, knowledge, mystery, and initiation. Closely

associated with wizards and the arcane.

King/Queen: Authority and power.

Knife: Severance, death, sacrifice, division, and liberation. Often

connected with the rogue.

Knot: Continuity, connection, and fate. When undone it

represents freedom.Ladder: Progression, ascension, initiation, and spiritual passage.

Lamb: Gentleness, innocence, and purity.

Lamp: Life, light of divinity, wisdom, intellect, and good works.

Linked to good clerics and paladins.

Leaf: Green leaves represent hope, renewal, and revival, while

dead leaves signify decay and sadness.

Light: Goodness and truth. Evocative of good clerics and

creatures of noble purpose.

Lightning: Inspiration, intuition, and enlightenment. Closely

associated with the inherently magical nature of sorcerers.

Mask: Concealment, transformation, protection, and the

supernatural. Rogues are often connected with this symbol.

Milk: Eternal life and abundance.Mirror: Absolute truth, knowledge of oneself, and sincerity.

Moon: Inconstancy, madness, immortality, and ability to reflect

and adapt to one’s environment. Closely associated with the curse

of lycanthropy.

Mother: Life, renewal and rebirth, protection, shelter, warmth,

and nourishment.

Mountain: Divine inspiration, transcendence, constancy,

 permanence, and danger. Evocative of the mountainous races,

especially dwarves.

Mouth: Consumption, speech, romance, communication, and

interaction.

Mushroom: Good fortune and rapid growth. Halflings are linked

to this symbol.

Necklace: Dignity and office, binding, and connection to duty or

others.

Needle: Work and craftsmanship, more often of related to

feminine pursuits. Closely related to the force of fate.

Night: Obscurity, darkness, ignorance, and latent potential.

Oar: Power, skill, and knowledge.

Pearl: Perfection, incorruptibility, and long life.

Representative of good outsiders.

Pillar: Stability and life, and when broken death

and mortality.

Prince/Princess: Youthful power and vigor.

Quill: Learning, knowledge, and creation. Associated with a

wizard’s pursuit of knowledge.

Rabbit: Fertility, lust, and ingenuity.

Rain: Revitalization, fertilization, purification, and in excess it

means destruction.

Raven: Wisdom, death, and darker instincts. Sometimes druids

are connected with these creatures.

Ring: Infinity, dignity, strength, and sovereignty. Bestowing a

ring upon another indicates a transfer of power.

River: Life and the crossing of one represents a rite of passage.Rock: Permanence, stability, and reliability. Evocative of

dwarven diligence and robustness.

Rope: Binding or freeing depending upon how it is used.

Rose: Love, resurrection, beauty, perfection, happiness, and

grace. It can also imply sensuality and seduction. Closely

associated with the bard.

Scales: Justice, balance, equality, and harmony. Druids and

rangers are sometimes linked to this symbol.

Scroll: Learning and knowledge. Representative of arcane magic

and wizards.

Serpent: Betrayal, deceit, and guile.

Shadow: The soul.

Shoe: Ranges from humility to authority and power dependingupon the type of shoe worn.

Skull: Death, destruction, and evil.

Sky: Infinity, immortality, transcendence. Connected to the

monk’s search for perfection.

Spider: Ambition, anguish, and arrogance.

Star: Constancy and divinity.

Sun: Knowledge, warmth, glory, and splendor.

Sword: Power, protection, authority, strength, and courage.

Evocative of the martial pursuits of the fighter, paladin, and

ranger.

Teeth: Aggression, defense, and vitality.

Thorns: Sin, sorrow, hardship, pain and pleasure.

Thread: Unity, destiny, and continuity.Toads: Unsuspected evil.

Unicorn: Purity, strength, healing, and moral virtues.

Veil: Hidden knowledge, secrecy, illusion, ignorance, and

deception. It may also signify modesty, humility, and virtue.

Water: Life, birth and fertility, and purification.

Well: Passage into the unknown and hidden, Cleansing, life, and

secret knowledge.

White: Innocence, holiness, love, friendship, and redemption.

This color is closely related to the paladin.

Wine: Blood and death.

Wolf: Craftiness and wildness. Druids and rangers are often

connected with this beast.

Item Charts:

  The following charts list the Craft check DC and “DP cost”

for creating temporary items in the Dream Plane. If creating

 permanent items, one must add +10 to the DC, double the dream

 point cost, and sacrifice an amount of gold equal to the item’s

 base price plus any enhancements. When one is purchasing

temporary items from merchants, only pay one-tenth the normal

cost, whereas permanent items can cost double to quadruple the

listed value.

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Weapons in the Dream Plane

Table 3.52: Simple Weapons*

Weapon Craft

DC

DP Cost

UnarmedGauntlet 12 4Light Melee WeaponsDagger 12 9Dagger, punching 12 9

Gauntlet, spiked 12 9Mace, light 12 0Sickle 12 9One-Handed Melee WeaponsClub 12 3Mace, heavy 12 10Morningstar 12 6Shortspear 12 4Two-Handed Melee WeaponsLongspear 12 6Quarterstaff 12 4Spear 12 5Ranged WeaponsCrossbow, heavy 15 5Bolts (10) 12 4Crossbow, light 15 4Bolts (10) 12 4Dart 12 2Javelin 12 3Sling 12 1Bullets, sling (10) 5 4

Table 3.53: Martial Weapons*

Weapon Craft

DC

DP Cost

Light Melee WeaponsAxe, throwing 15 7Hammer, light 15 7Handaxe 15 7Kukri 15 11Pick, light 15 7Sap 15 6Sword, short 15 11One-Handed Melee WeaponsBattleaxe 15 8Flail 15 12Longsword 15 12Pick, heavy 15 12Rapier 15 12Scimitar 15 12Trident 15 8Warhammer 15 12Two-Handed Melee WeaponsFalchion 15 13Flail, heavy 15 13Glaive 15 9Greataxe 15 13Greatclub 15 6Greatsword 15 13Guisarme 15 9Halberd 15 9Lance 15 9Ransuer 15 9Scythe 15 9Ranged WeaponsLongbow 12 5Arrows (10) 10 3Longbow, composite 15 8Arrows (10) 10 3Shortbow 12 4

Arrows (10) 10 3Shortbow, composite 15 5Arrows (10) 10 3

Table 3.54: Exotic Weapons*

Weapon Craft

DC

DP Cost

Light Melee Weapons

Kama 18 9

 Nunchaku 18 6

Siangham 18 9

One-Handed Melee Weapons

Sword, bastard 18 14

Waraxe, dwarven 18 14Whip 18 5

Two-Handed Melee Weapons

Axe, orc double 18 15

Chain, spiked 18 15

Flail, dire 18 15

Hammer, gnome hooked 18 14

Sword, double 18 15

Urgosh, dwarven 18 15

Ranged Weapons

Bolas 18 5

Crossbow, hand 18 5

Bolts (10) 10 3

Crossbow, repeating heavy 22 10

Bolt clip (5) 12 6

Crossbow, repeating light 22 9

Bolt clip (5) 12 6

 Net 18 6

Shuriken (3) 18 8* All weapons listed are sized for medium-sized creatures. Weapons sized for

small creatures decrease in dream point cost by 1, while weapons sized for large

creatures increase in dream point cost by 1.

Armor in the Dream Plane

Table 3.55: Armor*Armor Craft

DC

DP Cost

LightPadded 11 1Leather 12 4Studded Leather 13 8Chain Shirt 14 14MediumHide 13 5Scale mail 14 14Chainmail 15 15Breastplate 15 15HeavySplint mail 16 16Banded mail 16 16Half-plate 17 17Full plate 18 18Shields

Buckler 11 10Shield, light wooden 11 3Shield, light steel 11 10Shield, heavy wooden 12 5Shield, heavy steel 12 12Shield, tower 20 11ExtrasArmor Spikes 12 +9Gauntlet, locked 18 6Shield spikes 12 +9

* All armors listed are sized for medium-sized creatures. Armor sized for small

creatures decrease in dream point cost by 1, while armor sized for large creatures

increase in dream point cost by 1.

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Goods in the Dream Plane

Table 3.56: Adventuring Gear

Item Craft

DC

DP Cost

Backpack (empty) 10 3Barrel (empty) 10 4Basket (empty) 10 3Bedroll 5 2Bell 10 9Blanket, winter 10 3Block and tackle 15 5

Bottle, wine glass 10 2Bucket (empty) 10 4Caltrops (bag) 10 10Candle 5 1Canvas (sq. yd.) 10 3Case, map or scroll 10 2Chain (10 ft.) 10 13Chalk, 1 piece 5 1Chest (empty wooden) 10 4Chest (empty iron) 15 10Crowbar 5 10Firewood 5 5Fishhook 5 4Fishing Net, 25 sq. yd. 10 8Flask 10 2Flint and steel 5 4Grappling hook 10 10Hammer 10 10Ink (1 oz. vial) 5 1Inkpen 10 2Jug, clay 10 2

Ladder, 10-foot 10 4Lamp, common 10 4Lantern, bullseye 15 11Lantern, hooded 10 10Lock, very simple 5 4Lock, average 10 5Lock, good 15 6Lock, amazing 20 8Manacles 15 12Manacles, masterwork 20 14Mirror, small steel 5 10Mug/tankard, clay 10 2Oil (1-pint flask) 5 1Paper/Parchment (sheet) 5 1Pick, miner’s 10 10Pitcher, clay 10 2Piton 5 4Pole, 10-foot 5 4Pot, iron 10 10Pouch, belt 10 2

Ram, portable 15 10Rope, hemp (50 ft.) 10 2Rope, silk (50 ft.) 15 3Sack (empty) 10 3Sealing wax 5 1Sewing needle 5 4Signal whistle 10 5Signet ring 15 6Sledge 10 10Soap (per lb.) 5 1Spade or shovel 10 10Spyglass 20 13Tent 10 4Torch 5 2Vial, ink or potion 10 2Waterskin 10 2Whetstone 5 1

Table 3.57: Class Tools and Skill Kits

Item Craft

DC

DP Cost

Alchemist’s lab 20 13Artisan’s tools 15 4Climber’s kit 15 8Disguise kit 15 4Healer’s kit 15 4Holly and mistletoe 5 1Holy symbol, wooden 15 4Holy symbol, silver 15 12Hourglass 15 6Magnifying glass 20 5Musical instrument, commonsmall wood

15 4

Musical instrument, common

medium wood

15 5

Musical instrument, common

small metal

15 11

Musical instrument, common

medium metal

15 12

Scale, merchant 15 11Spell component pouch 15 3Spellbook, wizard’s (blank) 15 4Thieves tool 15 6Water clock 20 10

Table 3.58: Clothing*

Item Craft

DC

DP Cost

Simple outfit (artisan, cleric,

entertainer, monk, peasant,

traveler)

10 1

Quality outfit (cold weather,

explorer)

15 2

Elaborate outfit (courtier, noble,

royal)

20 3

* These costs are for medium size creatures for small creatures subtract 1 from the

dream point cost, while large size creatures add 1 to the dream point cost.

Table 3.59: Common Mounts*

Item Ride DC to SummonDog, riding 20Donkey or mule 15Horse, heavy 25

Horse, light 25Pony 15Warhorse, heavy 30Warhorse, light 20Warpony 20

* Usually summoned via the Riding skill, but can be purchased for twice their

normal cost for awakened mounts and four times the amount for trueborn mounts

Table 3.60: Mount Related Gear

Item Craft DC DP CostBarding (medium size) Same as

Armor 

Same as Armor + 2

Barding (large) Same as

Armor 

Same as Armor + 4

Bit and bridle 10 2Cart 10 5Saddle, military 15 4

Saddle, military exotic 20 6Saddle, pack 10 3Saddle, pack exotic 15 4Saddle, riding 10 3Saddle, riding exotic 15 4Saddle bags 10 3Sled 10 5Wagon 10 7

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Superior Items

Table 3. 61: Superior Items

Item Craft

DC

DP Cost

Projectiles or weapons, silvered +0 +1Projectiles or weapons,

masterwork 

+5 +5

Mighty composite shortbow

(+1 Str Bonus)

17 6

Mighty composite shortbow

(+2 Str Bonus)

19 7

Mighty composite longbow

(+1 Str Bonus)

17 7

Mighty composite longbow

(+2 Str Bonus)

19 8

Mighty composite longbow

(+3 Str Bonus)

21 9

Mighty composite longbow

(+4 Str Bonus)

23 10

Armor or shield, masterwork +5 +3Tools, masterwork +5 +2

Alchemical Items

Table 3.62: Alchemical Items

Item Craft

DC

DP Cost

Acid (flask) 15 1Alchemist’s fire (flask) 20 2Antitoxin (vial) 25 3Distilled Emotion (flask) 30 42Holy water (flask)* 30 2Smokestick 20 2Sunrod 25 3Tanglefoot bag 25 3Thunderstone 25 3Tindertwig 20 2Alchemical Items, masterwork +5 +2

* Only clerics and paladins can create holy water via the Craft (alchemy) skill.

 New Alchemical Items

  This section details new types of alchemical items.  Distilled Emotion: This slightly viscous and milky fluid is

the distilled form of a pure single emotion. There are several

different types of distilled emotion, each capable producing its

own special effect. Distilled emotions are typically sold in 10-

ounce flasks and can be used by ingestion, injury, or contact.

Distilled emotions produce spell-like, mind-affecting, compulsion

effects that can only be suppressed with a successful Will save

(DC13).

  Ingestion of a distilled emotion requires a full 10-ounce dose

to be effective, but the effect of the liquid lasts for one hour.

A full flask of distilled emotion can be used as a grenade-like

weapon, but the effect of the liquid only lasts for one minute.

This use of a flask of distilled emotion has a 5-ft. splash range,

however the Will save for those in the splash area is lowered (DC

11).

  The most economical to use of distilled emotion is as a contact

 poison. Only a single ounce is required to successfully coat a

 bladed weapon or trap. The application is used up after the first

successful strike against an opponent. A target who fails his

Will save suffers the effects of the emotion for one minute. The

following is a list of emotions that can be distilled:

  Despair: The enchanted creatures suffer a –2 morale penalty

to saving throws, attack rolls, ability checks, skill checks, and

weapon damage rolls. Emotion (despair) dispels emotion (hope).

  Fear: The enchanted creatures flee from the first creature he

sees. Emotion (fear) dispels emotion (rage).

  Friendship: The enchanted creatures react more positively

toward others. Their attitude shifts to the next more favorable

reaction (hostile to unfriendly, unfriendly to indifferent,

indifferent to friendly, or friendly to helpful). Creatures involved

in combat, however, continue to fight back normally. Emotion

(friendship) dispels emotion (hate).

  Hate: The enchanted creatures react more negatively

toward others. Their attitude shifts to the next less favorablereaction (helpful to friendly, friendly to indifferent, indifferent

to unfriendly, or unfriendly to hostile). Emotion (hate) dispels

emotion (friendship).

  Hope: The enchanted creatures gain a +2 morale bonus to

saving throws, attack rolls, ability checks, skill checks, and

weapon damage rolls. Emotion (hope) dispels emotion (despair).

  Rage: The enchanted creatures gain a +2 morale bonus to

Strength and Constitution scores, a +1 morale bonus on Will

saves, and a –1 penalty to AC. They are compelled to fight

heedless of danger. Emotion (rage) does not stack with barbarian

rage or with itself. Emotion (rage) dispels emotion (fear).

Range Increment: 10 ft.; Weight: 1 lb.

Dreamwrought Items

Table 3.63: Dreamwrought Items

Enhancements Craft

Type

DC DP Cost

 per

Item

Gold

Cost

Animated, object Varies +5 +400 +10,000

gpDreamwrought,

Alchemical Items

Alchemy +20 +6 +150

Dreamwrought,

Tools

Varies +20 +6 +150 gp

Dreamwrought,

Traps

Trap-

making

+20 +6 +150 gp

Dreamwrought,

Armor 

Armor-

smithing

+20 +18 +450 gp

Dreamwrought,

Structure

Varies +20 +30 +750 gp

Dreamwrought,

Weapon

Weapon-

smithing

+20 +36 +900 gp

Flying Objects Varies +10 See text See text

Intelligent, object Varies +10 See text See text

Permanent Varies +10 Double

the DP

cost of

item

 beingcreated

Market

 price

value in

gp

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 New Dreamwrought Items

This section details the new category of dreamwrought items.

  Animated Object: You may create an item as an animated

object (as per the animate object spell). These objects may have

the same appearance as normal or be designed in such a way as to

mimic a creature of some type, such as a large spider that acts as

a grappling hook or a lengthy snake, which acts as a rope for its

user. This ability can only be added to dreamwrought items.

 Alchemical Item, Dreamwrought: A dreamwrought alchemical

item gains one of the following benefits: +5 dream bonus to hit

 point damage of direct hits and +2 to splash damage (acid and

alchemist’s fire), area of affect is doubled (sunrod), the DC is

raised by 5 (tanglefoot bag or thunderstone, or it is given a +5

dream bonus to the alchemical bonus (antitoxin).

 

Tools, Dreamwrought: A dreamwrought tool is the perfect

instrument for the job, so you gets a +5 dream bonus on the skill

checks that involve this tool.

 

Traps, Dreamwrought: A dreamwrought trap is the perfect trap,

so the trap gains a +5 dream bonus to its Search and DisableDevice DCs.

 

Armor or Shield, Dreamwrought: These well-made items

function like the normal versions except that their armor check

 penalties are reduced by two and gain a +1 dreamwrought bonus

to armor class.

 

Structure, Dreamwrought: A dreamwrought structure gains

+10 hit points per inch of thickness for wood, +20 hit points for

stone and +30 hit points for iron.

 

Arrow, Bolt, or Bullet, Dreamwrought: A dreamwrought

 projectile functions like a normal projectile of the same type

except that it is has a +1 dreamwrought bonus on attack and

damage rolls is added when using it. This bonus stacks with

any bonus a character might get by using a dreamwrought bow,

crossbow, or sling. The projectile is destroyed when it is used.

Weapon, Dreamwrought: These well-made weapons add a +1

dreamwrought bonus to attack and damage rolls. Dreamwrought

 bonuses stack with enhancement bonuses.

 

Intelligent Object: You may create an intelligent item. These

objects may have the same appearance as normal or be designed

in such a way as to mimic a creature of some type such a talking

chest that appears to be made from what appears to be a giant’shead. An intelligent item costs an amount of dream points equal

to 1/25th the item’s base price modifier in gp as presented in

the DMG. It also costs the same amount of gp as the intelligent

item’s base price modifier in the DMG to make permanent. This

ability can only be added to dreamwrought items.

 

Flying, Objects: You may make an animated item that has a fly

speed. The speed is dependent upon size (Diminutive or smaller:

5 ft., Tiny: 10 ft., Small: 20ft., Medium-sized: 30 ft., Large: 40

ft., Huge: 60 ft., Gargantuan: 80 ft., and Colossal: 100 ft.). The

maneuverability depends upon how many extra dream points

you expend. If you expend 200 dream points and 5,000 gold

 pieces the object gains a clumsy maneuverability. If you expend400 dream points and 10,000 gold pieces the object gains a poor

maneuverability. If you expend 600 dream points and 15,000 gold

 pieces the object gains a average maneuverability. If you expend

800 dream points and 20,000 gold pieces the object gains a good

maneuverability. Finally, if you expend 1,000 dream points and

25,000 gold pieces the object gains a perfect maneuverability.

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Boldness has Genius

Banned and Disruptive Spells

  One technique GMs can use to making magic seem different

in a Dream Plane is to ban the use of certain spells, particularly

those which have the potential to be excessively disruptive to the

chosen setting. Likewise, the GM might find it helpful to create

a list of those spells in particular he finds disruptive or wishes to

 ban. For example, a Dream Plane that bans planar travel spells is

isolated from the rest of the cosmos and perhaps even essentially

a prison to those that arrive there. A sentient and nightmarish

Dream Plane, like the Endless Tower, might not allow creatures

to escape it via spells. Disruptive spells are spells that a GM does

not want to ban outright, but instead discourage via the addition

of a Dream Point cost to cast. This is done in particular when

in a GM’s estimation a spell’s effect would warrant resistance

from the dream and thus require the expenditure of some of

a character’s force of personality. For example, it might be

desirable to limit death and resurrection oriented spells in a plane

where death and rebirth weaves are created, like the Ten-Tiered

Dream of Morpheus.

  GMs should choose these spells carefully as

their denial or limitation can have great effect

upon both characters and the campaign. Magical

items based on banned spells have their powers

suppressed within the Dream Plane. GMs might

Whatever you can do, or dream you can, begin it. Boldness has genius, power and magic in it.

 ––Goethe.

Magic

  The affect a Dream Plane has upon spellcasting can vary

widely from hardly any to wild and unpredictable. The influence

over spellcasting, both arcane and divine, is determined primarily

 by the magic planar traits a GM chooses from those listed in

Chapter 1, the variant rules chosen for use from Chapter 2, and

those traits created by a GM to hone the tone of their campaign.

Since these characteristics are so varied in effect it is best leftup to the GM to determine their effect on magic. Instead, this

chapter focuses on a few variant spellcasting rules, new spells,

spell templates, and new magic items.

Variant Spellcasting Rules

  The following variant spellcasting rules are meant only to

 provide GMs with a greater flexibility for determining how magic

works in their homespun Dream Planes.

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also opt to allow bards and sorcerers to temporarily replace any

 banned spells they know with alternate spells from their class list

of equal level. This may be unnecessary as bards and sorcerers

gain a number of “new spells known” when they enter the Dream

Plane as detailed in the “New Spells” section below.

  Disruptive spells have a dream point cost associated with their

casting and require the sacrifice of a number of dream points

equal to twice the spell’s level (1 DP for 0-level spells) in order to

cast. For example, in a fey-based Dream Plane, such as the Realm

of Reverie, necromancy spells might be considered disruptivetherefore; a cleric casting animate dead  must expend 6 dream

 points along with the component cost for the spell.

Material Component Alternatives

  In a world where thoughts can conjure desires out of nothing,

the concept of material components seems slightly out of place

and an unnecessary complication to the mechanic of spellcasting.

If a GM decides there is no need for material components, he has

a few options available to him. The GM could simply require no

material components at all and leave it at that, or substitute dream

 points for material components at a certain ratio, such as 1 dream

 point per 25 gp cost of the spell’s normal material component.The GM can even create a universal dream component, which

when sacrificed fuels spells. The amount of universal dream

component needed to cast a spell should be consistent with the

gold price of its standard material component. A universal dream

component could be a highly sought after form of wealth within

the Dream Plane reinforcing its value not only as a means to

 power spells, but also as a trade commodity.

This variant works well for GMs and players who desire to

give magic a surreal quality, as the lack of material components

helps drive home the extraordinary nature of the world. It also

does away with the task of acquiring and keeping track of such

components, which might feel inappropriate within a Dream

Plane setting.

Preparing and Readying Spells

  Normally preparing and readying spells requires rest, spell

selection, and preparation, but how does one rest while within

a Dream Plane? To keep things simple a GM might simply

require casters to have 8 hours of calm meditation before they

can prepare and ready new spells, thus necessitating no change

at all to how spells are effectively prepared and readied. On the

other hand, a GM might decide to use the cyclical time planar

trait and have spellcasters become refreshed as if they have had

8 hours of rest at regular intervals while within the Dream Plane.The use of specific preparation and readying times requires

some further considerations such as: how often are spellcasters

given the chance to prepare spells and how long does this new

 process take? One option is to have the preparation and readying

time correlate to a precise moment every 8th hour within the

Dream Plane, like the last minute of the 8th hour. This change

greatly benefits spellcasters so it is recommended

that daily limits of the class features of non-

spellcasting classes also be renewed under the

same premise, such as a barbarian’s rage or a

 paladin’s smite evil. In addition, the GM might

determine that during the designated cyclical moments, all

creatures are treated as if they have had a day’s worth of rest.

Lastly, GMs might decide that the quicker refresh rate of spell

slots should have an effect on the casting times and durations of

spells as follows:

Table 4.1: Casting Times and Durations

Normal Time Cyclical Time (8 hours)1 round 1 round1 minute 3 rounds10 minutes 3 minutes30 minutes 10 minutes1 hour 20 minutes1 day 1 cycle1 week 7 cycles1 month 30 cycles1 year 365 cyclesPermanent Permanent

Stacking Caster Levels

  The Dream Plane might allow caster levels from different

classes to stack with each other when determining spell duration

and effects, but not for familiar abilities, available spell slots,

spells known, and the like. So a 5th-level cleric/3rd-level sorcerer

is treated as an 8th-level caster when casting spells as a cleric or

sorcerer.In addition, non-spellcasting classes count one-half their levels

(rounded down) as caster levels when determining spell duration

and effects, but not for familiar abilities, available spell slots,

spells known, and the like. So a 5th-level cleric/6th-level fighter

is treated as an 8th-level caster when casting cleric spells.

  This variant should be used for highly magical Dream Planes

where the GM wishes magic to flourish in its many forms.

If using this variant it is recommended that non-spellcasting

classes gain some extra ability. One option could be to give

non-spellcasters a spell resistance equal to 6 + the number of

non-spellcaster levels a character has. In this manner characters

must make a choice, which provides for an interesting dichotomy

 between the magical and the mundane within the Dream Plane.

Variant Spells

  There are a few spells that might require special attention from

the GM when running a Dream Plane campaign. This section

 provides some alternate suggestions on how to use these spells

though GMs should feel free to use them as written in the PHB.

All of the below spells are also considered to have the Dream

descriptor.

  Deep Slumber/Lullaby/Sleep: These spells have their normal

effects when cast on creatures within the Dream Plane, except

that they can also influence creatures that normally cannot beaffected by sleep effects, such as elves, elementals, and even

undead. These spells make creatures affected by them helplessly

entranced (i.e. lost in thought) rather than unconscious. Creatures

affected can be broken out of the trance as a standard action.

  GM’s Note: These spells are also a great means, at least at

lower levels, by which to draw characters into the Dream Plane

as they put their targets to sleep.

  Dream: Normally, this spell requires the recipient to be

dreaming, but if the recipient is inside the Dream Plane he is

considered dreaming no matter their dreamer or creature type,

though sending dream messages to mindless creatures has no

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effect. In this manner, even elves can be affected by the dream

spell if they are within the Dream Plane. Finally, if this spell is

cast upon a messenger inside the Dream Plane he does not have

to enter a trance to maintain the spell if the recipient is not yet

dreaming, and may instead hold the charge, essentially waiting

to touch the dreams of the recipient. This is due to the close

 bond his presence in the Dream Plane creates with the dreams

of others. However, the messenger must still enter the trance to

communicate with the recipient.

Maze: When cast on creatures within the Dream Plane, thecaster may send the target to a dream labyrinth instead. Each

round on its turn it may attempt a DC 20 Wisdom check to escape

the dream labyrinth.

  Nightmare: Normally, this spell requires the recipient to be

dreaming, but if the recipient is inside the Dream Plane he is

considered dreaming no matter their dreamer or creature type.

In this manner, even elves and undead can be affected by the

nightmare spell if they are within the Dream Plane. A target

inside the Dream Plane must make their Will save or immediately

suffer the normal effects of this spell (i.e. 1d10 points of damage,

fatigued, and unable to regain arcane spells for one day), whereas

a target outside of the dream can only be affected by this spell

after they have had a night of restless sleep. Finally, if this spellis cast within the Dream Plane, the caster does not have to enter

a trance to maintain the spell if the recipient is not yet dreaming,

and may instead hold the charge, essentially waiting to touch the

dreams of the recipient.

  Variant: Instead of its normal effects within the Dream Plane

this spell might summon a Challenge Rating 4 creature that the

target must defeat or suffer the normal affects of this spell as

listed above. If the progeny dreamer type is being used in the

Dream Plane, then the creature summoned should be a progeny

creature and have the nightmare subtype (if playing with the

dreamspawn/nightmare progeny variant)

 New Spells

  These new spells can be handled in a couple ways. The first is

to use the standard approach, requiring spellcasters to learn them

 before use. This approach is impractical if the Dream Plane only

 plays a partial role in a campaign, especially for the bard and

sorcerer classes. In light of this, GMs should consider granting

the following spells automatically to those eligible to cast them,

 but limiting their use to the Dream Plane. These additional spells

should not count against the bard or sorcerer’s known spells, or

any other spellcasting classes with limited spell’s known lists.

Spellcasters that prepare their spells, like clerics and wizards,

may use spontaneous casting (as per the cleric’s class feature) andchannel a stored spell into a “dream” descriptor spell of the same

spell level or lower.

Dream descriptor spells are indicated in the same line as

school and subschool. Dream descriptor spells can affect any

creature within the Dream Plane, even those normally immune

to such spell effects. For example, mind-affecting spells with the

Dream descriptor have their normal effects on constructs, oozes,

and undead within the Dream Plane.

Creatures within the Dream Plane that typically have

immunity versus sleep or mind-affecting spell effects gain a

+4 dream bonus to Will saves versus spells with the Dream

descriptor. They also gain the ability to expend 15 dream points

to use the luck roll dream point ability when making a saving

throw versus dream descriptor spells. This can only be used once

 per round.

  Dream descriptor spells (including the variant spells detailed

above) cost an amount of dream points equal to five times

the spell’s level (2 DP for 0-level spells) in order to cast. For

example, in order for a druid to cast the calm progeny spell he

must expend 10 dream points at the time of casting. There are

some dream descriptor spells that cost more dream points thannormal and their total cost (including the cost for being a dream

descriptor spell) is listed along with the spell under a DP Cost

entry.

  Some of the spells also include an entry for variant rules,

which indicates what variants the spell was designed for use with

Finally, all the spells below assume a regular casting times and

durations for spells, if using the cyclical times then amend the

casting times and durations as detailed above.

Calm ProgenyEnchantment (Compulsion) [Dream, Mind-Affecting]

Level: Drd 2, Rgr 2

Components: V, SCasting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Progeny within 30 ft. of each other 

Duration: 1 min./level

Saving Throw: Will negates

Spell Resistance: Yes

  This spell soothes and quiets progeny, rendering them docile

and harmless. Only progeny with Intelligence scores of 9 or

lower can be affected by this spell. All the subjects must be of

the same kind, and no two may be more than 30 feet apart. The

maximum number of Hit Dice of progeny you can affect is equal

to 2d4 + caster level.

The affected creatures remain where they are and neither

attack or flee. They are not helpless and defend themselves

normally if attacked. Any obvious threat to affected creatures

 breaks the spell.

  Variant: This spell is used with the progeny dreamer type

variant.

Charm ProgenyEnchantment (Charm) [Dream, Mind-Affecting]

Level: Drd 3, Rgr 3

Target: One progeny

This spell functions like charm person, except that it only affects

 progeny.

  Variant: This spell is used with the progeny dreamer type

variant.

Commune with DreamDivination [Dream]

Level: Drd 5, Rgr 4

Components: V, S

Casting Time: 10 minutes

Range: Personal

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Target: You

Duration: Instantaneous

  You become one with dream, attaining knowledge of the

surrounding territory. You instantly gain knowledge of as many as

three facts from among the following subjects: the terrain, current

events, presence of trueborns or awakened, presence of progeny,

 presence of powerful unnatural creatures, or even the general

state of the dreamscape.

  In outdoor settings, the spell operates in a radius of 1 mile percaster level. In natural underground settings—caves, caverns, and

the like—the radius is limited to 100 feet per caster level. The

spell does not function within areas of permanent construction

(i.e. structures that have been made permanent through the either

the expenditure of gold or construction out of gold).

  Variant: This spell is used with the sentient Dream Plane

 planar trait.

Dampen Spirit Necromancy [Dream]

Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2

Components: V, S, M

Casting Time: 1 actionRange: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will half 

Spell Resistance: Yes

  When laying your hand upon a creature, you channel negative

energy that deals 2d8 +1 per caster level (up to +10) damage to

the creature’s dream points.

  Since undead are powered by negative energy, this spell heals

their dream points instead of harming them.

Variant: This spell is used with the attacking dream points

variant. If playing with the dreamspawn/nightmare progeny

variant dreamspawn are harmed by this spell, while nightmares

are healed by it.

Dampen Spirit, Mass Necromancy [Dream]

Level: Brd 6, Clr 6, Drd 6

Components: V, S, M

Casting Time: 1 action

Range: Close (25 + 5 ft./2 levels)

Target: One creature/level, no two of which can be more than 30

ft. apart

Duration: InstantaneousSaving Throw: Will half 

Spell Resistance: Yes

  You can channel negative energy that deals 2d8 +1 per caster

level (up to +10) damage to each selected creature’s dream

 points.

  Since undead are powered by negative energy,

this spell heals their dream points instead of

harming them.

Variant: This spell is used with the attacking

dream points variant. If playing with the

dreamspawn/nightmare progeny variant dreamspawn are harmed

 by this spell, while nightmares are healed by it.

Dampen Spirit, Greater  Necromancy [Dream]

Level: Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3

As dampen spirit , except it drains 3d8 +1 per caster level (up

to +15) dream points.

Dampen Spirit, Greater Mass Necromancy [Dream]

Level: Clr 7, Drd 7

As mass dampen spirit , except it drains 3d8 +1 per caster level

(up to +15) dream points.

Dampen Spirit, Lesser  Necromancy [Dream]

Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1

As dampen spirit , except it only drains 1d8 +1 per caster level(up to +5) dream points.

Dampen Spirit, Lesser Mass Necromancy [Dream]

Level: Brd 5, Clr 5, Drd 5

As mass dampen spirit , except it only drains 1d8 +1 per caster

level (up to +5) dream points.

Dampen Spirit, Minor  Necromancy [Dream]

Level: Brd 0, Clr 0, Drd 0, Pal 0, Rgr 0

As dampen spirit , except it only drains 1 dream point.

Dampen Spirit, Superior  Necromancy [Dream]

Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4

As dampen spirit , except it drains 4d8 +1 per caster level (up

to +20) dream points.

Dampen Spirit, Superior Mass Necromancy [Dream]Level: Clr 8, Drd 8

As mass dampen spirit , except it drains 4d8 +1 per caster level

(up to +20) dream points.

Detect ProgenyDivination [Dream]

Level: Drd 2, Rgr 2

Components: V, S

Casting Time: 1 standard action

Range: Long (400 ft. + 40 ft./level)

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Area: Cone-shaped emanation

Duration: Concentration, up to 10 min./level (D)

Saving Throw: None

Spell Resistance: No

  You can detect a particular kind of progeny in a cone

emanating out from you in whatever direction you face. You

must think of a kind of progeny when using the spell, but you can

change the progeny kind each round. The amount of information

revealed depends on how long you search a particular area orfocus on a specific kind of progeny.

  1st Round: Presence or absence of that kind of progeny in the

area.

  2nd Round: Number of individuals of the specified kind in the

area, and the condition of the healthiest specimen.

  3rd Round: The condition (see below) and location of each

individual present. If a progeny is outside your line of sight, then

you discern its direction but not its exact location.

  Conditions: For purposes of this spell, the categories of

condition are as follows:

  Normal: Has at least 90% of full normal hit points, free of

disease.

  Fair: 30% to 90% of full normal hit points remaining.  Poor: Less than 30% of full normal hit points remaining,

afflicted with a disease, or suffering from a debilitating injury.

  Weak: 0 or fewer hit points remaining, afflicted with a disease

in the terminal stage, or crippled.

  If a creature falls into more than one category, the spell

indicates the weaker of the two.

  Each round you can turn to detect a kind of progeny in a new

area. The spell can penetrate barriers, but 1 foot of stone, 1 inch

of common metal, a thin sheet of lead, or 3 feet of wood or dirt

 blocks it.

  Variant: This spell is used with the progeny dreamer type

variant.

Dominate ProgenyEnchantment (Compulsion) [Dream, Mind-Affecting]

Level: Drd 4

Components: V, S

Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Target: One progeny

Duration: 1 round/level

Saving Throw: Will negates

Spell Resistance: Yes

  You can enchant an progeny and direct it with simplecommands such as “Attack,” “Run,” and “Fetch.” Suicidal

or self-destructive commands (including an order to attack a

creature two or more size categories larger than the dominated

 progeny) are simply ignored.

   Dominate progeny establishes a mental link between you

and the subject creature. The progeny can be directed by silent

mental command as long as it remains in range. You need not see

the creature to control it. You do not receive direct sensory input

from the creature, but you know what it is experiencing. Because

you are directing the progeny with your own intelligence, it

may be able to undertake actions normally beyond its own

comprehension. You need not concentrate exclusively on

controlling the creature unless you are trying to direct it to do

something it normally couldn’t do. Changing your instructions or

giving a dominated creature a new command is the equivalent of

redirecting a spell, so it is a move action.

  Variant: This spell is used with the progeny dreamer type

variant.

Dream AllyConjuration (Calling) [Dream, see text for lesser dream ally]

Level: Clr 6 Dream 6, Nightmare 6Effect: One or two progeny elementals or outsiders, totaling no

more than 12 HD, which cannot be more than 30 ft. apart when

they appear 

  This spell functions like lesser dream ally, except you may

call a single creature of 12 HD or less, or two creatures of the

same kind whose Hit Dice total no more than 12. The creatures

agree to help you and request your return payment together.

  DP Cost: 55.

Dream Ally, Greater 

Conjuration (Calling) [Dream, see text for lesser dream ally]Level: Clr 8 Dream 8, Nightmare 8

Effect: Up to three progeny elementals or outsiders, totaling no

more than 18 HD, no two of which can be more than 30 ft. apart

when they appear.

  This spell functions like lesser dream ally, except that you

may call a single creature of 18 HD or less, or up to three

creatures of the same kind whose Hit Dice total no more than 18.

The creatures agree to help you and request your return payment

together.

  DP Cost: 90.

Dream Ally, Lesser Conjuration (Calling) [Dream, see text]

Level: Clr 4, Dream 4, Nightmare 4

Components: V, S, DF, XP

Casting Time: 10 minutes

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One called progeny elemental or outsider of 6 HD or less

Duration: Instantaneous

Saving Throw: None

Spell Resistance: No

  By casting this spell, you request the aid from the Dream

Plane to send a progeny elemental or outsider (of 6 HD or less) tohelp you. The plea is always answered by a creature sharing your

 philosophical alignment. Good clerics can only call dreamspawn

creatures while evil clerics can only call nightmares. Neutral

clerics call dreamspawn if they have aligned themselves with

 positive energy, while those who are aligned with negative energy

call nightmares.

You may ask the creature to perform one task in exchange

for a payment from you. Tasks might range from

the simple to the complex. You must be able to

communicate with the creature called in order to

 bargain for its services.

  The creature called requires a payment for

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its services. This payment can take a variety of forms, from the

sacrifice of gold or magic items to the Dream Plane to some other

action on your part that matches the creature’s alignment and

goals. Regardless, this payment must be made before the creature

agrees to perform any services. The bargaining takes at least 1

round, so any actions by the creature begin in the round after it

arrives.

  A task taking up to 1 minute per caster level requires a

 payment of 100 gp per HD of the creature called. For a task

taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to

one day per caster level, requires a payment of 1,000 gp per HD.

  A non-hazardous task requires only half the indicated

 payment, while an especially hazardous task might require a

greater gift. However, if the task is strongly aligned with the

creature’s ethos, it may halve or even waive the payment.

  When you use a calling spell that calls an air, chaotic, earth,

evil, fire, good, lawful, or water creature, it is a spell of that type.

For example, the spell is considered to have the water descriptor

if you summon a water elemental.

  DP Cost: 30.

  Variant: This spell is used with the progeny dreamer type

variant. If employing the dreamspawn/nightmare variant than thedream ally that is summoned gains the dreamspawn subtype if

it was summoned by a good cleric and the nightmare subtype if

summoned by an evil cleric. Neutral clerics summon dreamspawn

if they wield positive energy and nightmares if they use negative

energy. If using the progeny shift variant, the unique nature of

the progeny called by this spell allows it to ignore progeny shifts

until it has completed its task.

Dream Mark Universal [Dream]

Level: Sor/Wiz 1

Components: V, S

Casting Time: 1 standard action

Range: 0 ft.

Effect: One dream mark and short message, all of which must fit

within 1 sq. ft.

Duration: Permanent

Saving Throw: None

Spell Resistance: No

  Same as the arcane mark  spell, except that you leave a dream

mark instead. During the casting, you may infuse the dream mark

with simple message (up to 10 words) without having to make the

normal Bluff check.

  Variant: This spell is used with the dream mark variant.

Dream SightDivination [Dream]

Level: Drd 3; Sor/Wiz 3

Components: V, S

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 min./level (D)

  This spell makes your eyes glow purple and

allows you to see dream auras within 120-foot radius. The effect

is similar to that of a detect progeny spell, but dream sight does

not require concentration and discerns aura location and power

more quickly.

  Within the spell’s radius, you know the location and power

of all progeny auras within your sight. An aura’s power depends

on the creature’s HD as noted in the description of the detect

 progeny spell.

 Dream sight  also grants you the ability to discern whether an

object within your line of sight is temporary and permanent witha Knowledge (Dream) check (DC 10). Temporary objects appear

normal, while permanent objects give off a purple glow.

 Dream sight  can be made permanent with a permanency spell.

  Variant: This spell is used with the progeny dreamer type

variant. If using the dreamspawn and nightmare variant you can

assess whether a creature in line of sight is a dreamspawn or

nightmare. To do this you make a Knowledge (Progeny) check

(Make one check per aura; DC 10 + HD) check to determine their

 progeny type. Also if playing with the dream mark variant you

can see all dream marks within line of sight.

Dream Sight, Greater Divination [Dream]Level: Sor/Wiz 7

  This spell functions like dream sight , except that you

automatically know the creature type of any individual you see.

You also know whether or not an object is temporary or not

without fail.

Unlike dream sight, this spell cannot be made permanent with a

 permanency spell.

  Variant: This spell is used with the progeny dreamer type

variant.

Enliven SpiritConjuration (Healing) [Dream]

Level: Clr 7, Drd 7

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touched

Duration: Instantaneous

Saving Throw: Will negates (harmless)

Spell Resistance: Yes (harmless)

  Enliven spirit enables you to channel positive energy into

a creature to wipe away injury and afflictions. It immediately

ends any and all of the following adverse conditions affectingthe target: ability damage, blinded, confused, dazed, dazzled,

deafened, diseased, exhausted, fatigued, feebleminded, insanity,

nauseated, sickened, stunned, and poisoned. It also restores 10

dream points per level of the caster, to the creature touched (a

maximum of 200 points at 20th level).

  Enliven spirit does not remove negative levels, restore

 permanently drained levels, or restore permanently drained

ability score points.

  If used against an undead creature, enliven spirit instead acts

like haunted spirit .

  Variant: This spell is used with the attacking dream points

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variant. If playing with the dreamspawn/nightmare progeny

variant dreamspawn are healed by this spell, while nightmares are

harmed by it.

Enliven Spirit, MassConjuration (Healing) [Dream]

Level: Clr 9, Drd 9, Dream 9

Range: Close (25 ft. + 5 ft./2 levels)

Targets: One or more creatures, no two of which can be more

than 30 ft. apart

  This spell functions like enliven spirit, except as noted above.

The maximum number of dream points restored to each creature

is 300.

Haunted Spirit Necromancy [Dream]

Level: Clr 7

Components: V, S

Casting Time: 1 standard action

Range: Touch

Target: Creature touchedDuration: Instantaneous

Saving Throw: Will half; see text

Spell Resistance: Yes

  Haunted spirit fills a subject with negative energy that

depletes 10 points of dream point damage per caster level (to a

maximum of 200 points at 20th level) and causes the subject to

suffer one of the following side effects: blinded (for 1 minute),

confused  (for 3 rounds), dazed  (for 1 round), deafened (for

1 minute), fatigued (for 1 minute), nauseated (for 3 rounds),

sickened (for 1 minute), or stunned (for 1 round). If the creature

successfully saves, haunted spirit has no side effect and only

deals half the normal amount of dream point damage, but itcannot reduce the target’s dream points to less than 1.

  If used on an undead creature, haunted spirit acts like enliven

 spirit .

  Variant: This spell is used with the attacking dream points

variant. If playing with the dreamspawn/nightmare progeny

variant dreamspawn are harmed by this spell, while nightmares

are healed by it.

Haunted Spirit, Mass Necromancy [Dream]

Level: Clr 9

Range: Close (25 ft. + 5 ft./2 levels)Targets: One or more creatures, no two of which can be more

than 30 ft. apart

  This spell functions like haunted spirit, except as noted above.

The maximum number of dream points depleted from each

creature is 300.

Hide from ProgenyAbjuration [Dream]

Level: Drd 2, Rgr 2

Components: S, DF

Casting Time: 1 standard action

Range: Touch

Targets: One creature touched/level

Duration: 10 min./level (D)

Saving Throw: Will negates (harmless)

Spell Resistance: Yes

  Progeny cannot see, hear, or smell the warded creatures.

Even extraordinary or supernatural sensory capabilities, such

as blindsense, blindsight, scent, and tremorsense, cannot detector locate warded creatures. Progeny simply act as though the

warded creatures are not there. If a warded character touches a

 progeny or attacks any creature, even with a spell, the spell ends

for all recipients.

  Variant: This spell is used with the progeny dreamer type

variant.

Hold ProgenyEnchantment (Compulsion) [Dream, Mind-Affecting]

Level: Drd 3, Rgr 3

Components: V, S

Target: One progeny

  This spell functions like hold person, except that it affects a

 progeny instead of a humanoid.

  Variant: This spell is used with the progeny dreamer type

variant.

Invigorate SpiritConjuration (Restoreing) [Dream]

Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 2, Dream 2

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: Creature touchedDuration: Instantaneous

Saving Throw: Will half (harmless)

Spell Resistance: Yes (harmless)

  When laying your hand upon a creature, you channel positive

energy that restores 2d8 +1 per caster level (up to +10) to the

creature’s dream points.

  Since undead are powered by negative energy, this spell deals

damage to their dream points instead of restoreing. An undead

creature can attempt a Will save to take half damage.

  Variant: If playing with the dreamspawn/nightmare progeny

variant dreamspawn are restoreed by this spell, while nightmares

are harmed by it.

Invigorate Spirit, MassConjuration (Restoreing) [Dream]

Level: Brd 6, Clr 6, Drd 6

Components: V, S, M

Casting Time: 1 action

Range: Close (25 + 5 ft./2 levels)

Target: One creature/level, no two of which can

 be more than 30 ft. apart

Duration: Instantaneous

Saving Throw: Will half (harmless)

Spell Resistance: Yes (harmless)

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  You can channel positive energy that restores 2d8 +1 per

caster level (up to +10) to each selected creature’s dream points.

  Since undead are powered by negative energy, this spell deals

damage to their dream points instead of restoreing. An undead

creature can attempt a Will save to take half damage.

  Variant: If playing with the dreamspawn/nightmare progeny

variant dreamspawn are restoreed by this spell, while nightmares

are harmed by it.

Invigorate Spirit, Greater Conjuration (Restoreing) [Dream]

Level: Brd 3, Clr 3, Drd 3, Pal 3, Rgr 3, Dream 3

  As invigorate spirit , except it restores 3d8 +1 per caster level

(up to +15) dream points.

Invigorate Spirit, Greater MassConjuration (Restoreing) [Dream]

Level: Clr 7, Drd 7, Dream 7

  As mass invigorate spirit , except it restores 3d8 +1 per casterlevel (up to +15) dream points.

Invigorate Spirit, Lesser Conjuration (Restoreing) [Dream]

Level: Brd 1, Clr 1, Drd 1, Pal 1, Rgr 1, Dream 1

  As invigorate spirit , except it only restores 1d8 +1 per caster

level (up to +5) dream points.

Invigorate Spirit, Lesser MassConjuration (Restoreing) [Dream]

Level: Brd 5, Clr 5, Drd 5

As mass invigorate spirit , except it only restores 1d8 +1 per

caster level (up to +5) dream points.

Invigorate Spirit, Minor Conjuration (Restoreing) [Dream]

Level: Brd 0, Clr 0, Drd 0

As invigorate spirit , except it only restores 1 dream point.

Invigorate Spirit, Superior 

Conjuration (Restoreing) [Dream]Level: Brd 4, Clr 4, Drd 4, Pal 4, Rgr 4

As invigorate spirit , except it restores 4d8 +1 per caster level (up

to +20) dream points.

Invigorate Spirit, Superior MassConjuration (Restoreing) [Dream]

Level: Brd 8, Clr 8, Drd 8

As mass invigorate spirit , except it restores 4d8

+1 per caster level (up to +20) dream points.

Progeny GrowthTransmutation [Dream]

Level: Drd 6, Sor/Wiz 6

Components: V, S

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Targets: Up to one progeny (Gargantuan or smaller) per two

levels, no two of which can be more than 30 ft. apart

Duration: 1 min./levelSaving Throw: Fortitude negates

Spell Resistance: Yes

  You cause a number of progeny to grow to twice their normal

size and eight times their normal weight. This alteration changes

each progeny’s size category to the next largest, grants it a +8 size

 bonus to Strength and a +4 size bonus to Constitution (and thus

an extra 2 hit points per HD), and imposes a –2 size penalty to

Dexterity. The creature’s existing natural armor bonus increases

 by 2. The size change also affects the progeny’s modifier to AC

and attack rolls and its base damage. The progeny’s space and

reach change as appropriate to the new size, but its speed does

not change.  The spell also grants each subject damage reduction 10/magic

and a +4 resistance bonus on saving throws. If insufficient

room is available for the desired growth, the creature attains the

maximum possible size and may make a Strength check (using

its increased Strength) to burst any enclosures in the process. If

it fails, it is constrained without harm by the materials enclosing

it— the spell cannot be used to crush a creature by increasing its

size.

  All equipment worn or carried by a progeny is similarly

enlarged by the spell, though this change has no effect on the

magical properties of any such equipment.

  Any enlarged item that leaves the enlarged creature’s

 possession instantly returns to its normal size.

  The spell gives no means of command or influence over the

enlarged progeny.

  Multiple magical effects that increase size do not stack.

  Variant: This spell is used with the progeny dreamer type

variant.

Progeny Messenger Enchantment (Compulsion) [Dream, Mind-Affecting]

Level: Brd 2, Drd 2, Rgr 1

Components: V, S, M

Casting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)Target: One Tiny progeny

Duration: One day/level

Saving Throw: None; see text

Spell Resistance: Yes

  You compel a Tiny progeny to go to a spot you designated

location. The most common use for this spell is to get progeny to

carry a message to your allies. The progeny cannot be one tamed

or trained by someone else, including such creatures as familiars

and progeny companions.

  Using gold as a lure, you call the progeny to you. It advances

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and awaits your bidding. You can mentally impress on the

 progeny a certain place well known to you or an obvious

landmark. The directions must be simple, because the progeny

depends on your knowledge and can’t find a destination on its

own. You can attach a small item or note to the messenger. The

 progeny then goes to the designated location and waits there until

the duration of the spell expires, whereupon it resumes its normal

activities.

  During this period of waiting, the messenger allows others

to approach it and remove any scroll or token it carries. Theintended recipient gains no special ability to communicate with

the progeny or read any attached message (if it’s written in a

language he or she doesn’t know, for example).

  Material Component: 1 cp.

  Variant: This spell is used with the progeny dreamer type

variant. If using the progeny shift variant, the unique nature of

the progeny called by this spell allows it to ignore progeny shifts

until it has completed its task.

Progeny TranceEnchantment (Compulsion) [Dream, Mind-Affecting, Sonic]

Level: Brd 3, Drd 3

Components: V, SCasting Time: 1 standard action

Range: Close (25 ft. + 5 ft./2 levels)

Targets: Progeny with Intelligence 9 or less

Duration: Concentration

Saving Throw: Will negates

Spell Resistance: Yes

  Your swaying motions and music (or singing, or chanting)

compel progeny to do nothing but watch you. Only a creature

with an Intelligence score of 9 or less can be fascinated by this

spell. Roll 2d6 to determine the total number of HD worth of

creatures that you fascinate. The closest targets are selected first

until no more targets within range can be affected.

  Variant: This spell is used with the progeny dreamer type

variant.

Repel ProgenyAbjuration [Dream]

Level: Brd 5, Clr 5, Drd 5, Rgr 4

Components: V, S, DF

Casting Time: 1 standard action

Range: 10 ft.

Area: 10-ft.-radius emanation centered on you

Duration: 10 min./level (D)

Saving Throw: None or Will negates; see textSpell Resistance: Yes

  An invisible barrier holds back progeny. A progeny with Hit

Dice of less than one-third your level cannot penetrate the barrier.

  A progeny with Hit Dice of one-third your level or more

can penetrate the barrier if it succeeds on a Will save. Even so,

crossing the barrier deals the progeny 2d6 points of damage,

and pressing against the barrier causes pain, which deters most

 progeny.

  Variant: This spell is used with the progeny dreamer type

variant.

Speak with ProgenyDivination [Dream]

Level: Brd 4, Drd 2, Rgr 2

Components: V, S

Casting Time: 1 standard action

Range: Personal

Target: You

Duration: 1 min./level

  You can comprehend and communicate with progeny that you

normally could not speak with. You are able to ask questions of

and receive answers from progeny, although the spell doesn’t

make them any more friendly or cooperative than normal.

Furthermore, wary and cunning progeny are likely to be terse and

evasive, while the more stupid ones make inane comments. If a

 progeny is friendly toward you, it may do some favor or service

for you.

  Variant: This spell is used with the progeny dreamer type

variant.

Summon Progeny IConjuration (Summoning) [Dream, see text]

Level: Brd 1, Clr 1, Drd 1, Rgr 1, Sor/Wiz 1

Components: V, S, DF

Casting Time: 1 round

Range: Close (25 ft. + 5 ft./2 levels)

Effect: One summoned creature

Duration: 1 round/level (D)

Saving Throw: None

Spell Resistance: No

  This spell summons a progeny. It appears where you designate

and acts immediately, on your turn. It attacks your opponents to

the best of its ability. If you can communicate with the creature,you can direct it not to attack, to attack particular enemies, or to

 perform other actions. The spell conjures one of the creatures

from the 1st-level list on the accompanying Summon Progeny

table. You choose which kind of creature to summon, and you can

change that choice each time you cast the spell.

  A summoned monster cannot summon or otherwise conjure

another creature, nor can it use any teleportation or planar travel

abilities. Creatures cannot be summoned into an environment that

cannot support them.

  When you use a summoning spell to summon an air, chaotic,

earth, evil, fire, good, lawful, or water creature, it is a spell of

that type. For example, the spell is considered to have the water

descriptor if you summon a water elemental.Variant: This spell is used with the progeny dreamer type variant.

Summon Progeny IIConjuration (Summoning) [Dream, see text]

Level: Brd 2, Clr 2, Drd 2, Rgr 2, Sor/Wiz 2

Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I ,

except that you can summon one 2nd-level creature

or 1d3 1st-level creatures of the same kind.

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Summon Progeny IIIConjuration (Summoning) [Dream, see text]

Level: Brd 3, Clr 3, Drd 3, Rgr 3, Sor/Wiz 3

Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I , except that you

can summon one 3rd-level creature, 1d3 2nd-level creatures of

the same kind, or 1d4+1 1st-level creatures of the same kind.

Summon Progeny IVConjuration (Summoning) [Dream, see text]

Level: Brd 4, Clr 4, Drd 4, Rgr 4, Sor/Wiz 4

Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I , except that you

can summon one 4th-level creature, 1d3 3rd-level creatures of the

same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VConjuration (Summoning) [Dream, see text]

Level: Brd 5, Clr 5, Drd 5, Sor/Wiz 5

Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I , except that you

can summon one 5th-level creature, 1d3 4th-level creatures of the

same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VIConjuration (Summoning) [Dream, see text]

Level: Brd 6, Clr 6, Drd 6, Sor/Wiz 6Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I , except that you

can summon one 6th-level creature, 1d3 5th-level creatures of the

same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VIIConjuration (Summoning) [Dream, see text]

Level: Clr 7, Drd 7, Sor/Wiz 7, Dream 7, Nightmare 7

Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I , except that you

can summon one 7th-level creature, 1d3 6th-level creatures of the

same kind, or 1d4+1 lower-level creatures of the same kind.

Summon Progeny VIIIConjuration (Summoning) [Dream, see text]

Level: Clr 8, Drd 8, Sor/Wiz 8

Effect: One or more creatures, no two of which

can be more than 30 ft. apart

  This spell functions like summon progeny I ,

except that you can summon one 8th-level creature, 1d3 7th-level

creatures of the same kind, or 1d4+1 lower-level creatures of the

same kind.

Summon Progeny IXConjuration (Summoning) [Dream, see text]

Level: Clr 9, Drd 9, Sor/Wiz 9, Dream 7, Nightmare 7

Effect: One or more creatures, no two of which can be more than

30 ft. apart

  This spell functions like summon progeny I , except that you

can summon one 9th-level creature, 1d3 8th-level creatures of the

same kind, or 1d4+1 lower-level creatures of the same kind.

Table 4.2: Summon Progeny List*

1st Level AlignmentCelestial dog LGCelestial owl LGCelestial giant fire beetle NGCelestial porpoise1 NGCelestial badger CGCelestial monkey CGDire Rat NEagle NHorse (light, heavy) NLight war horse NMule NPony NWar pony NWolf NFiendish dire rat LEFiendish raven LEFiendish monstrous centipede, Medium NEFiendish monstrous scorpion, Small NEFiendish hawk CEFiendish monstrous spider, Small CEFiendish octopus1 CEFiendish snake, Small viper CE2nd LevelCelestial giant bee LGCelestial giant bombardier beetle NGCelestial riding dog NGCelestial eagle CGBear, black NCamel NDire badger N

Dire bat NDonkey NElemental, Small (any) NHeavy warhorse NHippogriff NMonitor lizard NRiding Dog NWolverine NFiendish squid1 LEFiendish wolf LELemure (devil) LEFiendish monstrous centipede, Large NEFiendish monstrous scorpion, Medium NEFiendish shark, Medium1 NEFiendish monstrous spider, Medium CEFiendish snake, Medium viper CE3rd LevelCelestial black bear LGCelestial bison NGEagle, giant NG

Grig [without fiddle] NGOwl, giant NGCelestial dire badger CGCelestial hippogriff CGSatyr [without pipes] CNBison NDire weasel NDire wolf NLion NRhinoceros NThoqqua NFiendish ape LEFiendish dire weasel LEHell hound LEFiendish snake, constrictor LEFiendish boar NEFiendish dire bat NEFiendish monstrous centipede, Huge NEFiendish crocodile CEDretch (demon) CE

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Fiendish snake, Large viper CEFiendish wolverine CE4th LevelArchon, lantern LGCelestial giant owl LGCelestial giant eagle CGCelestial lion CGUnicorn CGArrowhawk, juvenile NBear, brown NDeinonychus (dinosaur) NDire ape NDire boar NDire wolverine NElemental, Medium (any) NMephit (any) NSea cat1 NTojanida, juvenile1 NXorn, minor NFiendish dire wolf LEFiendish giant wasp LEFiendish giant praying mantis NEFiendish shark, Large1 NESalamander, flamebrother NEYeth hound NEFiendish monstrous spider, Large CEFiendish snake, Huge viper CEHowler CE5th LevelArchon, hound LGCelestial brown bear LGCelestial giant stag beetle NGCelestial sea cat1 NGCelestial griffon CGArrowhawk, adult N

Bear, polar NDire lion NElasmosaurus1 (dinosaur) NElemental, Large (any) NGriffon NJanni (genie) NRhinoceros N

 Nixie (sprite) NTojanida, adult1 NWhale, orca1 NSatyr [with pipes] CNAchaierai LEDevil, bearded LEFiendish deinonychus LEFiendish dire ape LEFiendish dire boar NEFiendish shark, Huge NEFiendish monstrous scorpion, Large NEShadow mastiff NEFiendish dire wolverine CE

Fiendish giant crocodile CEFiendish tiger CE6th LevelCelestial polar bear LGCelestial orca whale1 NGPixie (sprite) [no special arrows; can’t cast

irresistible dance]

 NG

Bralani (eladrin) CGCelestial dire lion CGDire bear NElemental, Huge (any) NElephant NGirallon NMegaraptor (dinosaur) NXorn, average NChaos beast CNDevil, chain LEXill LEFiendish monstrous centipede, Gargantuan NEFiendish rhinoceros NE

Salamander, average NEFiendish elasmosaurus1 CEFiendish monstrous spider, Huge CEFiendish snake, giant constrictor CE7th LevelCelestial elephant LGAvoral (guardinal) NGCelestial baleen whale1 NGDjinni (genie) NGPixie (sprite) [with sleep arrows; can’t cast

irresistible dance]

 NG

Djinni (genie) CGArrowhawk, elder NDire tiger NElemental, greater (any) NInvisible stalker NTriceratops (dinosaur) NTyrannosaurus (dinosaur) NXorn, elder N

Devil, bone LEFiendish megaraptor LEFiendish monstrous scorpion, Huge NEBabau (demon) CEFiendish giant octopus1 CEFiendish girallon CE8th LevelCelestial dire bear LGCelestial cachalot whale1 NGCelestial triceratops NGLillend CGDire Shark1 NRoc NTojanida, elder NFiendish giant squid1 LEHellcat LEFiendish monstrous centipede, Colossal NESalamander, noble NEFiendish dire tiger CEFiendish monstrous spider, Gargantuan CEFiendish tyrannosaurus CEVrock (demon) CE9th LevelCouatl LGLeonal (guardinal) NGGrig [with fiddle] (sprite) NGPixie (sprite) [with sleep and memory loss

arrows;

Can cast irresistible dance]

 NG

Celestial roc CGUnicorn, celestial charger CGElemental, elder (any) NDevil, barbed LEFiendish dire shark1 NEFiendish monstrous scorpion, Gargantuan NE Night hag NEBebilith (demon) CEFiendish monstrous spider, Colossal CEHezrou (demon) CE1 May be summoned only into an aquatic or watery environment.

*GMs should feel free to add creatures they deem appropriate to this list.

WakeAbjuration [Dream]

Level: Brd 2, Clr 2, Drd 2, Sor/Wiz 3

Components: V, S, M

Casting Time: 1 action

Range: Touch

Target: One awakened or slumbering creature touched

Duration: InstantaneousSaving Throw: See text

Spell Resistance: Yes

  This spell forces an awakened or slumbering creature back to

its proper plane if it fails a special Will save (DC = spell’s DC

+ your caster level – creature’s HD). If successful, the creature

is instantly whisked away from the Dream Plane back to their

 proper plane and cannot fall asleep again for 8 hours.

  Material Component: 1 gp.

  Variant: This spell can be disruptive to a Dream Plane

campaign and a GM may wish to disallow the spell altogether.

Another option is to lower the spell level by one and make it

only temporarily knock a character out of the Dream Plane for

a duration of 1 min./level. A GM may even choose to use both

wake spells if that is their desire.

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the caster must take more time to cast a spell templated spell

(one enhanced by a spell template) than he does to cast a regular

spell. If the spell’s normal casting time is 1 action, casting a spell

templated version is a full-round action.

For a spell with a longer casting time, it takes an extra full-

round action to cast the spell.

  Spontaneous Casting and Spell Templates: A cleric

spontaneously casting a cure or inflict spell can opt to cast a spell

templated version of it instead. But because the caster has not

 prepared the spell template in advance, he must apply the spelltemplate on the spot. Therefore, the caster must take more time

to cast a spell templated spell (one enhanced by a spell template)

than he does to cast a regular spell. If the spell’s normal casting

time is 1 action, casting a spell templated version is a full-round

action.

  Magic Items and Spell Templated Spells: With the right

item creation feat, you can store a spell templated version of a

spell in a potion, scroll, or wand. Increase the gold cost to create

a potion with any of these spell templates by 5 gp for each dream

 point the spell template requires. Increase the gold cost to create a

scroll with any of these spell templates by 2 gp and 5 sp for each

dream point the spell template requires. Increase the gold cost

to create a potion with any of these spell templates by 75 gp foreach dream point the spell template requires.

  A character doesn’t need the spell template to activate an item

storing a spell templated version of a spell.

  Counterspelling Spell Templated Spells: Whether or

not a spell template has enhanced a spell does not affect its

vulnerability to counterspelling or its ability to counterspell

another spell.

Template Displays

  Each spell template has a specific display associated with it,

such as a change of air temperature, scent, or visual effect. Unless

otherwise specified, a display occurs during the casting and lasts

for one round. Displays are never powerful or distractive enough

to force a Concentration check, grant an attack of opportunity, or

otherwise adversely effect the current situation. The following

displays are suggestions and players and GMs should feel free to

replace them with ones they would prefer.

Bitter 

  This template can be added to any spell that inflicts hit point

damage. Targets must make a Fortitude save against the spell’s

Difficulty Class or become nauseated (if living) for a number of

rounds equal to 1 + half the spell’s level.Spells with this template gain the acid descriptor. If the spell

already has the acid descriptor, then the Difficulty Class of the

Fortitude save increases by 2.

  DP Cost: 5 per spell level.

  Display: Acrid smell surrounds the caster as he casts spells

with this template.

Brilliant

  This template can be added to any spell that can target

creatures or objects. Creatures or objects affected by the spell

 New Clerical Domains

These new clerical domains are based upon the spells presented

above and the PHB.

Dream Domain  Granted Power: You cast dream spells at +1 caster level.

Table 4.3: Dream Domain Spells:

Level Spell1 Lesser invigorate spirit2 Invigorate spirit3 Greater invigorate spirit4 Lesser dream ally5 Dream6 Dream ally7 Greater mass invigorate spirit8 Greater dream ally9 Mass enliven spirit

 Nightmare Domain  Granted Power: You cast nightmare spells at +1 caster level.

Table 4.4: Nightmare Domain Spells:

Level Spell

1 Cause fear  2 Scare3 Bestow curse4 Lesser dream ally5 Nightmare6 Dream ally7 Insanity8 Greater dream ally9 Antipathy

Spell Templates

  Spell templates alter the basic statistics of a spell.

  A caster may apply a number of spell templates to a given

spell equal to their primary spellcasting ability modifier.

Templates that apply a special effect to a spell do so once.  All dream point costs are expended at the time of casting.

Some spell templates require additional Focus, Somatic, or Verbal

components.

This section assumes the use of the Dream Point System as

the means by which spell templates are activated, but if GMs are

not using this system, then they should use the alternative dream

 benefit guidelines presented in Appendix A.

  Clerics, Druids, Paladins, Rangers, and Wizards: During

 preparation, these classes may choose to prepare spells with spell

templates at no additional time cost. However, they can choose

when they cast their spells whether to apply spell templates to

improve them. But because the caster has not prepared the spell

template in advance, he must apply the spell template on thespot. Therefore, the caster must take more time to cast a spell

templated spell (one enhanced by a spell template) than he does

to cast a regular spell. If the spell’s normal casting time is 1

action, casting a spell templated version is a full-round action.

For a spell with a longer casting time, it takes an extra full-

round action to cast the spell.

  Sorcerers and Bards: During casting, these classes can

choose whether to apply spell templates to

improve them. But because the caster has not

 prepared the spell template in advance, he must

apply the spell template on the spot. Therefore,

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give off a 20-foot radius of bright light and shadowy light for

an additional 20 feet beyond, for a number of rounds equal to

1 + half the spell’s level. Affected creatures and objects cannot

 benefit from concealment, while under the affects of this spell

template. The light caused by this spell template cancels out the

darkness created by the darkened spell template or darkness spell

of equal or lower level resulting in natural lighting conditions.

Spells with this template gain the light descriptor. If the spell

already has the light descriptor the aura of light lasts for a number

of rounds equal to 1 + the spell’s level.  DP Cost: 10 per creature or object affected.

  Display: An aura of bright light surrounds the caster

momentarily.

Corrosive

  This template can be added to any spell that can inflict damage

upon an object or non-living creature. The spell’s damage

increases by one-half and ignores 1 point of hardness or damage

reduction per spell level versus objects and non-living creatures.

  Spells with this template gain the acid descriptor. If the

spell already has the acid descriptor the target suffers double

damage and the damage ignores 2 points of hardness or damagereduction.

  DP Cost: 10 per spell level.

  Display: A pungent metallic odor accompanies the casting of

spells with this template.

Countering

  Prerequisites: Improved Counterspell.

  This template can be added to any spell. The spell can be used

to counter any spell of its level or lower, though the caster must

still identify the spell that is being cast before he can counter it.

 DP Cost: 5 per spell level of the spell being countered.

Daze

  This template can be applied to any offensive spell. Targets

must make a Fortitude save against the spell’s Difficulty Class or

 become dazed (if living) for a number of rounds equal to 1 + half

the spell’s level.

Spells with this template gain the electricity descriptor. If the

spell already has the electricity descriptor, then the Difficulty

Class of the Fortitude save increases by 2.

  DP Cost: 10 per spell level.

  Display: Electrical arcs dance up the body of the caster.

Discerning

  Prerequisites: Spellcaster level 9th+, Wisdom 15+.

  This template can be added to any spell with an area of effect

(as opposed to a target or targets). The caster can choose a

number of creatures or objects within the area of effect up to their

Wisdom modifier that will avoid suffering the effects of the spell.

 DP Cost: 5 per creature or object not to be affected.

  Additional Cost: Verbal Component (calling out the names of

those who are to avoid the spell’s effect).

Disconsolate

  The disconsolate template can be added to any spell with a

range other than touch or personal. Creatures targeted or in the

area of effect of the spell that succeed their initial saving throw

must make a second saving throw versus the original DC, or are

treated as if they have failed the initial save.

Further, if the spell is of the evocation or transmutation school

the caster of the spell is surrounded by dim shadow and gainsconcealment (20% miss chance) for a number of rounds equal to

1 + half the spell’s level of the spell cast.

Spells with this template gain the darkness descriptor. If the

spell already has the darkness descriptor increases the DC of the

secondary save by 2.

  DP Cost: 10 per spell level.

  Display: The caster’s eyes turn obsidian black as he casts

spells with this template.

Disrupting

  Prerequisites: Charisma 13+.  The disrupting template may be added to any spell that deals

hit point damage. Instead of the spell dealing hit point damage it

deals dream point damage.

 DP Cost: 2 per spell level (1 dream point for 0-level spells).

  Display: The caster’s eyes glow with a purple hue and the

dreamscape appears to ripple around him.

  Variant: This spell is used with the attacking dream points

variant.

Exultant

  The exultant template can be added to any spell with a range

other than touch or personal. If the caster fails his initial caster

level check against any creature with spell resistance targeted

or in the area of effect of the spell, he may make a second caster

level check versus the creature’s spell resistance. If this second

caster level check is successful, the spell affects the creature as

normal. If not the spell fails to affect the creature.

Further, if the spell is of the evocation or transmutation

school, the caster of the spell is surrounded by bright light and

dazzles those within 30 feet of him for a number of rounds equal

to 1 + half the spell’s level of the spell cast, unless they make a

Will save against the exultant spell’s DC.

Spells with this template gain the light descriptor. If the spell

already has the light descriptor the secondary caster level check isincreased by 2.

  DP Cost: 10 per spell level.

  Display: The caster’s eyes burn a bright blue as he casts spells

with this template.

Fascinating

  Prerequisites: Spellcaster level 9th+,

Charisma 15+.

  Casters can add this to any spell with a

duration of 1 round to 1 minute per level. Those

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within 30 feet of the caster who can see the spell being cast

must make a Will save against the spell’s Difficulty Class or be

fascinated for the duration of the spell. Any obvious threat, such

as someone drawing a weapon, casting a spell, or aiming a ranged

weapon at the affected creatures, automatically breaks the effect.

This is an enchantment (compulsion), mind-affecting effect.

  DP Cost: 2 per HD of creatures affected (maximum HD equal

to twice your effective character level).

  Additional Cost: Verbal Component (pleasant chanting).

  Display: The caster’s eyes become whirlpools of light, whilethe spell’s effect becomes strangely entrancing.

Fevered

  This template can be added to any non-cold spell that inflicts

hit point damage. Targets must make a Fortitude save against the

spell’s Difficulty Class or be treated as if they have been exposed

to severe heat for 10 minutes. This means such characters must

make a successful Fortitude save (DC 15) or suffer 1d4 points of

nonlethal damage. Characters wearing heavy clothing or armor of

any sort take a –4 penalty on this Fortitude save. A character who

takes any nonlethal damage from heat exposure now suffers from

heatstroke and is fatigued. These penalties end when the characterrecovers the nonlethal damage he took from the heat.

Spells with this template gain the fire descriptor. If the spell

already has the fire descriptor the target is treated as if they have

 been exposed to extreme heat for one minute.

  DP Cost: 5 per creature affected.

  Display: A spell with this template causes smoke to wisp from

the caster’s mouth and sweat to bead upon his brow.

Flare

  This template can be added to any spell that inflicts hit point

damage. Targets must make a Fortitude save against the spell’sDifficulty Class or become blinded for a number of rounds equal

to 1 + half the spell’s level.

Spells with this template gain the fire descriptor. If the spell

already has the fire descriptor the target becomes blinded for a

number of rounds equal to 1 + the spell’s level.

  DP Cost: 5 per spell level.

  Display: The caster’s eyes glow like burning embers and his

fingers flare with flame.

Focused (School)

  When this template is taken one must also decide whichschool of magic it applies to: abjuration, conjuration, divination,

enchantment, evocation, illusion, necromancy, or transmutation.

Casters can then add this template to any spell of their chosen

school of magic that requires a saving throw. The spell’s saving

throw is increased by an amount determined by the expenditure

of dream points (maximum +5).

  For example, a cone of cold  spell (5th level) with the focused

template applied to it would require 25 DP to

increase the Difficulty Class by +1, 50 DP to

increase the Difficulty class by +2, or 75 DP to

increase the Difficulty class by +3.

  DP Cost: 5 per spell level for each +1 to DC.

  Additional Cost: Focus Component (a magic item related to

your chosen school, created by you, and worth at least 200 gp x

the spell level you wish to affect squared).

Frightful

  This template can be applied to any offensive spell. Targets

must make a Will save against the spell’s Difficulty Class or

 become frightened for a number of rounds equal to 1 + half the

spell’s level.Spells with this template gain the fear descriptor. If the spell

already has the fear descriptor the spell’s DC is increased by 2

and its effects stack with those caused by this spell template.

  DP Cost: 10 per spell level.

  Display: A shadow wreathes about the caster taking upon

itself the appearance of the target’s most dreaded fear.

Frostbitten

  This template can be added to any non-fire spell that inflicts

hit point damage. Targets must make a Fortitude save against the

spell’s Difficulty Class or be treated as if they have been exposedto severe cold for 10 minutes. An unprotected character must

make a Fortitude save (DC 15), taking 1d6 points of nonlethal

damage on each failed save. Characters wearing winter clothing

do not suffer any ill effects.

A character who takes any nonlethal damage from cold or

exposure is beset by frostbite or hypothermia and treated as

fatigued. These penalties end when the character recovers the

nonlethal damage he took from the cold and exposure.

Spells with this template gain the cold descriptor. If the spell

already has the cold descriptor the target is treated as if they have

 been exposed to extreme cold for one minute.

  DP Cost: 5 per creature affected.

  Display: The casting of a spell with this template causes thecaster’s breath to fog and his skin to be momentarily covered in

frost.

Ghost Touched

  Prerequisites: Spellcaster level 9th+.

  This template can be added to any spell that inflicts hit

 point damage and allows a spell to deal normal damage against

incorporeal creatures, negating their 50% chance to avoid damage

from magical sources.

  DP Cost: 10.

  Display: The caster’s appearance becomes spectral andtranslucent, as does the spell that is produced.

Heartening

  This template can be applied to any beneficial spell. Targets

that are have been shaken, frightened, or panicked by a fear effec

may immediately make a Will save versus the DC of the original

effect.

Spells with this template gain the good descriptor. If the spell

already has the good descriptor the targets of the spell gain a

+2 dream bonus to their saving throws versus fear affects for a

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number of rounds equal to 1 + half the spell’s level.

  DP Cost: 10 per creature affected.

  Display: A celestial figure appears faintly behind the caster

and speaks a blessing.

Intensify (Energy)

  When you choose this template choose one for the following

energy types: acid, cold, electricity, or fire. This template can be

added to any spell that inflicts damage with the chosen energy

type. The caster can increase the damage dealt by one-half to

creatures targeted or within the area of effect of the spell by

expending dream points.

 DP Cost: 5 per spell level for single target spells and 10 per

spell level for multiple target and area of effect spells.

Linked

  Prerequisites: Intelligence or Charisma 15+.

  Casters can add this template to conjuration (summoning)

spells. Creatures summoned by this spell gain an empathic linkand shared spells qualities as described under the familiar rules

for the duration of the spell. The caster can choose to link as

many creatures as he wants when casting the spell.

  DP Cost: 10 per spell level for each creature linked.

  Additional Cost: Focus Component (a gold chain; focus must

 be worth at least 100 gp).

  Display: The gold chain within the caster’s hand glows with a

 purple hue.

Lucky

  Prerequisites: Charisma 13+.  Casters can add this template to any spells that have variable

numeric effects. Roll the dice twice when determining the effects

of the spell and take whichever result is preferred.

 DP Cost: 5 per spell level.

  Additional Cost: Focus Component (a pair of gold dice; focus

must be worth at least 100 gp), Somatic Component (rolling the

gold dice).

  Display: The gold dice glow with a purplish light.

 Nonlethal

  Casters can add this template to any spell that inflicts hit

 point damage. All damage caused by the spell becomes nonlethal

damage.

  DP Cost: 5.

  Display: Spells cast with this template appear wispy and less

substantial in nature.

Obscuring

  This template can be added to any spell that can target

creatures or objects. Creatures or objects affected by the spell

give off either a 20-foot radius of darkness or 40-foot radius

shadowy light for a number of rounds equal to 1 + half the spell’s

level. Affected creatures and objects are considered to have total

concealment if in darkness or concealment if in shadowy light,

while under the affects of this spell template. The darkness or

shadowy light caused by this spell template cancels out the light

created by the brilliant spell template or light spells of equal or

lower level resulting in natural lighting conditions.

Spells with this template gain the darkness descriptor. If the

spell already has the darkness descriptor the aura of darkness

lasts for a number of rounds equal to 1 + the spell’s level.

  DP Cost: 5 per creature or object affected.

  Display: A shadow shrouds the caster from view momentarily.

Ordered

  This template can be applied to any spell with predetermined

numerical effects (as part or all of the effect) such as bull’s

strength, harm, heal, protection from chaos, and so on. The

spell’s predetermined numeric effects (as detailed in the spell

description) increase by one-half (round up).

  Spells with this template gain the lawful descriptor. If the spell

already has the lawful descriptor, the predetermined numericaleffects double.

  DP Cost: 5 per spell level.

  Additional Cost: Verbal Component (a single solid musical

note sung by the caster).

  Display: A silvery light surrounds the caster. Only lawful

casters may use this template.

Petrifying

  The petrifying template can be added to any offensive spell

with a range of touch. Targets must make a Fortitude save against

the spell’s Difficulty Class or be petrified for a number of roundsequal to 1 + half the spell’s level.

Spells with this template gain the earth descriptor. If the spell

already has the earth descriptor, then the Difficulty Class of the

Fortitude save increases by 2.

  DP Cost: 15 per spell level.

  Display: The casting of a spell with this template causes the

caster’s face to become momentarily marbleized and sculpted in

appearance.

Profane

  Casters can add this template to any attack spell that has a

variable numerical effect. The spell’s variable numeric effects (as

detailed in the spell description) increase by one-half. Further, the

target of the spell suffers a -1 profane penalty to AC and saving

throws for a number of rounds equal to 1 + half the spell’s level.

  Spells with this template gain the evil descriptor. If the spell

already has the evil descriptor, its effects double (instead of

increase by one-half) and the profane penalty lasts for a number

of rounds equal to 1 + the spell’s level. Only evil

casters may use this template.

  DP Cost: 5 per spell level.

  Additional Cost: Verbal Component (specific

guttural and evil sounds, harsh in nature).

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  Display: A soft subtle aura of shadow surrounds the caster of

this spell.

Reinforced

  This template can be added to any spell that conjures or

creates a physical object (not effect, so a wall of iron can be

affected, but not a wall of force). The template adds +1 to the

object’s hardness per spell level and doubles its hit points.  Spells with this template gain the earth descriptor. If the

spell already has the earth descriptor the increase to the object’s

hardness by +2 per spell level and triples its hit points.

  DP Cost: 10 per spell level.

  Display: Spells cast with this template create an iron tinge to

the air around the caster.

Repelling

  Prerequisites: Spellcaster level 12th+, Intelligence or

Charisma 17+.

  Caster can add this template to any offensive spells. Allcreatures within 25 feet of the caster suffer the effects of a bull

rush with the point of origin being the caster. 1st through 3rd-

level spells create a small repelling force and can effect Medium

and smaller creatures. 4th through 6th-level spells create a Large

repelling force and can effect Large and Huge creatures. 7th

through 9th-level spells create a Gargantuan repelling force and

can affect Gargantuan and Colossal creatures. The repelling

force has a Strength modifier equal to its spell level for purposes

of determining the outcome of the opposed Strength check.

The repelling force suffers a –2 to its Strength for each creature

or object intervening between the caster and the target of this

effect. The repelling force gains a +2 bonus against those who

are between 10 and 25 feet away from the caster. Finally, therepelling force can only move creatures back to a maximum of 25

feet from the caster.

  Spells with this template gain the force descriptor. If the spell

already has the force descriptor the repelling force gains double

the Strength modifier.

  DP Cost: 10 per spell level.

  Additional Cost: Verbal Component (words of a rebuking

nature).

  Display: A powerful surge of energy pulses up the caster’s

 body.

Revitalizing  Prerequisites: Wisdom 13+.

  This template can be attached to any beneficial spell. Treat the

targets of this spell as if they have had an hour’s worth of rest for

 purposes of healing nonlethal damage.

  DP Cost: 10 dream points per creature affected by this spell.

  Additional Cost: Focus Component (a living flower).

  Display: The smell of springtide and floral

 blooms sweep through the air.

Sacred

  Casters can add this template to spells that have beneficial

effects, such as cure spells, restoration, and so on that have a

variable numerical effect. The spell’s variable numeric effects (as

detailed in the spell description) increase by one-half. Further,

the target of the spell gains a +1 sacred bonus to AC and saving

throws for a number of rounds equal to 1 + half the spell’s level.

  Spells with this template gain the good descriptor. If the spellalready has the good descriptor, its effects double (instead of

increase by one-half) and the sacred bonus lasts for a number of

rounds equal to 1 + the spell’s level. Only good casters may use

this template.

  DP Cost: 5 per spell level.

  Additional Cost: Verbal Component (specific beautiful and

 pleasant sounds, hymn-like in nature).

  Display: A soft subtle light surrounds the caster of this spell.

Seeker 

  Casters can add this template to any nontouch single targetspells. You do not have to see your target nor be able to draw a

line of effect, instead you need only name them and as long as

they are within range of the spell it has its normal effects. Ray

spells and other spells that require an attack roll still require you

to roll the attack to determine if they hit. The caster may use a

specific name (like Durgan Ironhammer) or a general creature

type (such as cat, goblin, giant, etc.). If the later is used the spell

will strike the closest creature of the chosen type.

  DP Cost: 5 per spell level.

  Additional Cost: Verbal Component (Name or general type of

the target or targets).

Shared

  Casters can add this template to any spell he casts on himself.

The spell can affect as many allies within 5 feet of the caster as

he wants. The allies must be within 5 feet at the time of casting

to receive the benefit. If the spell has a duration of other than

instantaneous, it stops affecting the allies if they move further

than 5 feet away and will not affect them again even if they return

to the caster before the duration expires. Additionally, a caster

can add this template to a spell with the target “You” and cast it

on his allies (as a touch spell) instead of on himself.

 DP Cost: 10 per spell level for each ally affected by the spell.

  Additional Cost: Verbal Component (Speak the names of the

recipients of the spell).

Sicken

  The sicken template can be added to any offensive spell.

Any living target must make a Fortitude save against the spell’s

Difficulty Class or be sickened (by seasickness) for a number of

rounds equal to 1 + half the spell’s level.

Spells with this template gain the water descriptor. If the spell

already has the water descriptor, then the Difficulty Class of the

Fortitude save increases by 2.

  DP Cost: 5 per spell level.

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Smiting (Alignment)

  Prerequisites: Charisma or Wisdom 15+.

  When this template is taken one must chose an opposing

alignment (chaotic good, evil, lawful) that this template works

upon. This spell template can be added to any spell that inflicts

hit point damage. The spell’s damage increases by one-half

versus creatures of the chosen alignment and deals no damage tocreatures that do not have the chosen alignment.

Spells with this template gain the alignment descriptor

opposite to the alignment this template smites. If the spell already

has the opposite alignment descriptor, then the Difficulty Class of

the spell is increased by 2.

For example, if a fireball  spell was affected by the smite (evil)

spell template, then it would only affect evil creatures and no

others. It would also gain the good descriptor since good is the

opposing alignment of evil.

  DP Cost: 10 per spell level.

  Additional Cost: Focus Component (holy symbol of a deity

of opposing alignment held out towards the targets of the spell),

Verbal Component (a verbal rebuke of the creatures you wish to

affect).

  Display: The caster’s eyes are magically etched with the

image of the holy symbol they hold forth and an unearthly voice

echoes the rebuke of the caster.

Sonic

  This template can be added to any spell that inflicts hit point

damage. Targets must make a Fortitude save against the spell’s

Difficulty Class or become deafened for a number of rounds

equal to 1 + half the spell’s level.

Spells with this template gain the sonic descriptor. If the spellalready has the sonic descriptor, then the Difficulty Class of the

Fortitude save increases by 2.

  DP Cost: 2 per spell level.

  Additional Cost: Verbal Component (shouted words

appropriate to the spell being cast), Focus Component (either a

tuning fork-like device or a quality musical instrument; focus

must be worth at least 100 gp).

  Display: Sonic templated spells cause their caster’s voice to

artificially amplify.

Stunning

  This template can be added to any touch spell. Targets must

make a Fortitude save against the spell’s Difficulty Class or

 become stunned for a number of rounds equal to 1 + half the

spell’s level.

Spells with this template gain the electricity descriptor. If the

spell already has the electricity descriptor, then the Difficulty

Class of the Fortitude save increases by 2.

  DP Cost: 10 per spell level.

  Display: The caster’s hands become crisscrossed with energy.

Suggestive

  Prerequisites: Spellcaster level 12th+, Charisma 17+.

  Casters can add this to any spell with a duration of 1 round

to 1 minute per level. Those within 30 feet of the caster who can

see the spell being cast must make a Will save against the spell’s

Difficulty Class or come under the effects of a suggestion (as per

the spell) for the duration of the spell. This is an enchantment

(compulsion), mind-affecting effect.  DP Cost: 5 per HD of creature affected (maximum HD equal

to twice your effective character level).

  Additional Cost: Verbal Component (the suggestion to be

given to all viewers).

  Display: The caster’s voice becomes warm and welcoming to

those who listen and a light sweet scent fills the air.

Unbreakable

  Prerequisites: Spellcaster level 12th+, Wisdom or Charisma

17+.

  Casters can add this to any noninstantaneous spell. The caster

can make the spell more difficult to dispel by expending dream

 points.

 DP Cost: 2 per one point increase to dispel DC (maximum

+5).

Untamed

  This template can be applied to any spell. Whenever a wild

spell is cast, there is a chance that one of its effects is altered. If

the category rolled does not apply to the spell being cast, than the

spell has its normal effects.

Table 4.5: Untamed SpellsD100 Effect1-5 DP cost is doubled6-10 All variable numerical effects halved11-15 Duration is halved (minimum 1 round)16-20 Area of effect halved21-25 Saving throw DC decreased by 226-75 No effect76-80 Saving throw DC increased by 281-85 Area of effect doubles86-90 Duration is doubled91-95 Variable numerical effects are increased by one-half 96-100 DP cost is halved (round down); roll again treating a

roll of 96-100 as a no affect result.

  Spells with this template gain the chaotic descriptor. If the

spell already has the chaotic descriptor, the caster rolls an extra

d10 and adds or subtracts that result from his roll. A result ofmore than 100 is treated as 100.

  DP Cost: 5 per spell level.

  Additional Cost: Verbal Component (random phrases).

  Display: A chaotic rainbow hued aura surrounds the caster

of spells with this template. Only chaotic casters may use this

template.

Wrathful (Creature)

  When this template is taken, choose one of the

types of creatures listed under the ranger’s favored

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enemy list that the template effects. This spell template can be

added to any offensive spell you cast against the chosen creature

type. Your spell caster level is treated two higher than normal

when determining duration, effects, and the ability to defeat the

chosen creature’s spell resistance. In addition, the spell’s DC

is two higher than normal and you gain a +2 dream bonus to

attack rolls with ranged spell attacks against your chosen enemy.

Finally, you gain a +2 dream bonus to damage rolls per spell level

for spells that deal hit point damage.

  DP Cost: 10 per spell level. Additional Cost: Focus Component (A permanent masterwork,

dreamwrought, or magic weapon that has dealt a death blow to

a creature of your chosen type), Somatic Component (sweeping

weapon in direction of targets of spell), Verbal Component

(speaking a curse against your chosen enemy).

  Display: The caster’s curse is etched in glowing script upon

the blade of the weapon he uses as his focus.

  Variant: If using the dreamspawn/nightmare variant for

 progeny, then one can choose one of those subtypes to affect with

this template instead.

Zephyr 

  The zephyr template can be added to any single target

offensive spell that does not have a range of touch or personal.

Targets must make a Fortitude save against the spell’s Difficulty

Class or be blown away. A creature on the ground that is blown

away is knocked down and rolls 1d4x10 feet, taking 1d4 points

of nonlethal damage per 10 feet. A flying creature is blown back

2d6x10 feet and takes 2d6 points of nonlethal damage due to

 battering and buffering.

Spells with this template gain the air descriptor. If the spell

already has the air descriptor, then the Difficulty Class of the

Fortitude save increases by 2.

  DP Cost: 10.

  Display: Spells with this template cause a sudden zephyr to

swirl about the caster.

Magical Items

There are a number of interesting possibilities for players and

GMs to explore when considering what affect the Dream Plane

might have on magical items. One such effect that has already

 been discussed is the inclusion of dream abilities to items via

the dream benefits of item creation feats. Another is creating

magical items specifically designed for adventure within the

Dream Plane. Examples are provided within this section to giveGMs a good starting point. Also included in this section is a short

consideration of how intelligent items might be portrayed in a

Dream Plane campaign.

Do Intelligent Items Dream?

Intelligent items, although rare, can play an important role in

the Dream Plane. GMs should consider whether

they dream and if so, what form they take. A GM

might also designate a specific dreamer type for

the item that might even fluctuate depending on

its current possessor. If an intelligent item has a set dreamer type,

the GM should go through the normal process of determining

its dream traits as if it were a character. For example, if an

intelligent item is associated with the slumbering dreamer type-

does it reincarnate, gain subconscious traits, or figment form?

Conversely, if the intelligent item’s type and form depend upon

its bearer, apply all of the bearer’s dream traits to the item. For

example, an intelligent item in the hands of an awakened gains

awakened dreamer traits, while when borne by a native it gains

native dreamer traits.Although not standard for some of the other dream types,

a GM might chose to grant intelligent items an entirely new

incarnation within the Dream Plane as a living NPC. This could

lead to some intriguing encounters within the Dream Plane

where the characters must ally, or in rare occasions oppose,

their intelligent items. Intelligent items might even be native

dreamers whose souls are bound to the items and seek freedom

through the completion of a certain quest or particular penance.

The intelligent item’s quest could hinge upon completing tasks

inside or outside the Dream Plane, or even both. Another option

would to have the intelligent item and its wielder switch places

upon entry to the Dream Plane, whereby the wielder becomes an

item and his item becomes the wielder. This works, especiallywell with slumbering characters providing interesting insight into

the personality and motives of a character’s intelligent item. An

entire campaign could be designed around this idea with players

switching roles as they cross over between the real world and the

Dream Plane trying to finish quests in both in order to achieve the

ends of both character and item.

  After designating the dreamer type for an intelligent items

GMs must decide whether it has dream qualities that surpass its

existing enchantments. The dream abilities function as detailed

in the item creation feats section within Chapter 3 and are

considered latent abilities that require dream points to activate.

GMs should also decide if intelligent items have their own dream

 point pool that they can use to aid their wielder’s actions. Ifsuch is the case, GMs must consider how it would increase the

demand and value of intelligent items, as they would grant their

wielders greater ability to bend the Dream Plane to their will.

When determining an intelligent item’s dream point pool use the

following table to determine the effective character level of the

intelligent item.

Table 4.6: Intelligent Item ECL

Intelligent Item’s Base

Price Modifier*

Effective Character Level

Less than 4,000 gp 14,000 gp 29,000 gp 3

15,000 gp 422,000 gp 530,000 gp 639,000 gp 749,000 gp 860,000 gp 972,000 gp 1085,000 gp 1199,000 gp 12114,000 gp 13130,000 gp 14147,000 gp 15165,000 gp 16184,000 gp 17204,000 gp 18225,000 gp 19247,000 gp 20

* Only use the modifiers from the intelligent item’s capabilities and powers listed

in the Intelligent Items section of the DMG.

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Craft Magic Arms and Armor, greater magic weapon; Market

Price: +2.

  Variant: This magic weapon property is used along with the

dream form variant presented in Chapter 2.

GM’s Note: This magic weapon quality is an optional one

and GMs should only let it into their campaigns after careful

consideration of its deadly implications.

Rings

  Dream Weaving: This ring grants the wearer a +5 bonus to

the Dream Weaving and Weavecraft skills.

  Transmutation faint; Caster Level: 5th; Prerequisites: Forge

Ring, creator must have at least 5 ranks in both Dream Weaving

and Weavecraft skills; Market Price: 15,000 gp.

  Variant: This magic ring can be used along with the threshold

and backlash variant presented in Chapter 1 and lowers the

chance of backlashes occurring from weave-based Backlash

checks by granting a +5 bonus to the checks to suppress them. If

this is the case increase the market price by 5,000 gp.

  Surreal Action: This ring increases the wearer’s dream point

cap by 10 points, thus allowing the wearer to expend 5 more

dream points per round. There is a greater version that increasesthe wearer’s dream point cap by 20 points, thus allowing the

wearer to expend 20 more dream points per round.

  Transmutation faint (lesser), moderate (greater); Caster Level:

5th (lesser), 10th (greater); Prerequisites: Forge Ring; Market

Price: 10,000 gp (lesser), 40,000 gp (greater).

  Variant: This magic ring can be used along with the threshold

and backlash variant presented in Chapter 1 and increase the

wearer’s threshold by 5 for the lesser ring of surreal action and 10

for the greater version. If this is the case increase the market price

 by 2,500 gp for the lesser ring of surreal action and 10,000 gp for

the greater version.

Rods

  Metaweave Rods: These rods work exactly like metamagic

rods, except that they only affect dream weaves.

  Strong (no school); Caster Level 17th; Craft Rod, appropriate

Metaweave feat; Market Price: Same as metamagic rods with

same effect. For example, a lesser Enlarge Weave metaweave rod

would cost the same amount as a lesser Enlarge Spell metamagic

rod: 3,000 gp.

  Rod of Wakening: This rod acts as a +1 light mace that deals

no damage. Instead it forces any awakened creature struck by it

to make a Will save (DC 12) or be forced out of the Dream Plane

and kept from sleeping for 8 hours. A critical hit with the rod of

awakening increases the Will save DC to 17.  Abjuration strong; Caster Level: 13th; Prerequisites: Craft

Rod, wake; Market Price: 18,000 gp.

Staffs

  Staff of Dreams: This staff is made of three carved willow

 branches entwined with each other. An intricately

woven dream catcher marks the head of the staff

and allows the following spells:

   Invigorate spirit  (1 charge)

  Commune with dream (2 charges)

 New Magic Items:

  This section details new magic items that can be found in

the Dream Plane. Note that many of the items have variant

entries that detail the different rules that they should be used in

conjunction with.

Armor & Shields  Perseverance: This suit of armor produces a magical force

that protects the wearer from attacks that target dream points. The

armor absorbs the indicated amount in dream point damage per

round that the wearer would normally take.

Table 4.7: Perseverance Armor

Perseverance

Type

Dream Point Damage

Resistance

Market Price

Lesser 5 +1Moderate 10 +3Greater 20 +5

  Abjuration faint (lesser), moderate (moderate), strong

(greater); Caster Level: 5th (lesser), 9th (moderate), 13th (strong);

Prerequisites: Craft Magic Arms and Armor; Market Price: Varies

(see above).

  Variant: This magic armor property is used along with the

attacking dream points variant presented in Chapter 1.

  Armor of Tranquility: This suit of armor lowers the chance

of backlashes occurring from expending dream points by granting

a +5 dream bonus to the Backlash checks that involve the use of

dream points in conjunction with skills or feats.

  Transmutation faint; Caster Level: 5th; Prerequisites: Craft

Magic Arms and Armor; Market Price: 3,750 gp.

  Variant: This magic armor property is used along with the

threshold and backlash variant presented in Chapter 1.

Weapons

  Dread: A weapon of dread deals +1d8 points of bonus dream

 point damage on a successful hit. Bows, crossbows, and slings

so enchanted bestow this extra dream point damage upon their

ammunition. There is a greater version of this enhancement that

deals +2d8 extra dream point damage.

  Transmutation moderate (lesser), strong (greater); Caster

Level: 8th (lesser), 12th (greater); Prerequisites: Craft Magic

Arms and Armor, dampen spirit  (lesser) or greater dampen spirit  

(greater); Market Price: Lesser +1; Greater +2.

  Variant: This magic weapon property is used along with the

attacking dream points variant presented in Chapter 1.

  Mammoth: Weapons with this enhancement can be wielded

as if they are one size category lower than normal. In this way a

large greatsword could be wielded by medium-size creature as if

it was a medium-size greatsword.

  Transmutation faint; Caster Level: 5th; Prerequisites: Craft

Magic Arms and Armor, enlarge; Market Price: +1.

  True Damage: Weapons with this enhancement deal normal

hit point damage to awakened characters instead of nonlethal

damage.

  Transmutation moderate; Caster Level: 9th; Prerequisites:

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   Invigorate spirit, mass (2 charges)

  Moderate varied; Caster Level: 12th; Prerequisites: Craft

Staff, commune with dream, invigorate spirit, mass invigorate

spirit; Market Price: 33,750 gp.

  Staff of Progeny Control: This staff has an amorphous head

that shifts to mimic the nearest progeny within line of sight of the

wielder and allows the following spells:

  Calm progeny (1 charge)

  Charm progeny (1 charge)

   Detect progeny (1 charge)   Hide from progeny (1 charge)

  Speak with progeny (1 charge)

   Dominate progeny (2 charges)

   Repel progeny (2 charges)

  Moderate varied; Caster Level: 12th; Prerequisites: Craft

Staff, calm progeny, charm progeny, detect progeny, dominate

 progeny, hide from progeny, repel progeny, speak with progeny;

Market Price: 67,500 gp.

  Variant: This staff is used along with Dream Planes that have

 progeny within them as detailed in Chapter 2.

Wondrous Items

  Cap of Tranquility: This purple peaked nightcap lowers the

chance of backlashes occurring from expending dream points by

granting a +5 dream bonus to the Backlash checks that involve

the use of dream points in conjunction with creating magic items,

casting spells with dream point costs, or using spell templates.

  Transmutation faint; Caster Level: 5th; Prerequisites: Craft

Magic Wondrous Item; Market Price: 3,750 gp.

  Variant: This magic item is used along with the threshold and

 backlash variant presented in Chapter 1.

  Gem of Invigoration: This magically imbued gold gem is

able to store dream points for later use. It can store up to 50

dream points. You can draw dream points from the gem as a free

action, but never more than your total dream points. There is a

greater version that holds up to 100 dream points.

  Conjuration faint (lesser), moderate (greater); Caster Level:

3rd (lesser), 7th (greater); Prerequisites: Craft Wondrous Item,

creator must have at least 5 ranks in both Dream Weaving and

Weavecraft skills, invigorate spirit (lesser), greater invigorate

 spirit (greater); Market Price: 5,000 gp (lesser), 10,000 gp

(greater).

  Moral Compass: As a move-equivalent action, the holder of

this compass may consult it in order to determine whether their

next action is favored by their patron deity. When consulting the

compass one must be thinking of their next action. If the action

 being considered is favored by the deity the compass pointstoward “Yes”. If the action being considered is disfavored by

the deity the compass points toward “No”. Finally, if the action

 being considered is neither favored or disfavored by the deity

the compass points toward “Indifferent”. When not in use the

compass points toward the blank side of the compass’s facing.

The moral compass may only be consulted seven times per day.

A character that has no patron deity cannot activate the compass.

Paladins gain an additional benefit and once per

day can use the moral compass to do one of the

following:

  Make a smite evil attack as a paladin of 4

levels higher.

  Cast a spell as a paladin of 4 levels higher.

  Gain 16 extra points of extra healing for the paladin’s lay on

hands ability.

  Make a turn undead check as a paladin of 4 levels higher.

  Divination moderate; Caster Level: 7th; Prerequisites: Craft

Wondrous Item, commune; Market Price: 49,000gp.

Dream Nodes and Surreal Storms

  Within a Dream Plane GMs might want specific areas withinthe world where those without ranks in the Dream Weaving skill

can make use of it and change their environment. They might also

want to have mobile and unpredictable areas that allow temporary

use of the Dream Weaving skill. Dream node address the former

and surreal storms the latter.

  Dream Nodes: Dream nodes are places within the Dream

Plane where dream weaving is easier than normal and where even

those without ranks in the Dream Weaving skill can shape the

dream around them. There are four types of dream nodes: lesser,

normal, greater, and superior. Each has their own dream point

 pool, effective dream weaving ranks, and modifier to the Dream

Weaving DC listed upon the following table.

Table 4.8: Dream Nodes

Node

Type

Dream

Point

Effective

Ranks

DC Range

Lesser 140 7 -5 30 feet Normal 220 11 -5 180 feetGreater 300 15 -10 880 feetSuperior 380 19 -10 Unlimited

  Dream Point Pool: Dream nodes, like characters, have a

dream point pool. This pool can be drawn upon instead of a

character’s dream point pool, when using the dream node to

Dream Weave. The dream node’s dream pool is replenished at the

end of each day.  Effective Ranks: Dream nodes are treated as if they have a

number of ranks in the Dream Weaving skill equal to the given

number. Those with less ranks in the Dream Weaving skill, than

the number indicated use the dream node’s effective ranks. If the

character that is using the dream node has a higher number of

ranks in the Dream Weaving skill they use their ranks instead.

  DC Modifier: Dream nodes decrease the Difficulty Class of

Dream Weaving skill checks that are used to affect the Dream

Plane within the indicated range.

  Range: Dream nodes have a range out to which it can affect

the dream with the Dream Weaving skill. Attempts to create

effects with ranks granted by the surreal storm beyond this range

automatically fail.  Surreal Storms: Surreal storms are unpredictable phenomena

that make dream weaving and other dream actions easier than

normal and where even those without ranks in the Dream

Weaving skill can shape the dream around them. There are four

types of surreal storms: light, moderate, strong, and severe. Each

has their own effective dream weaving ranks, and modifier to the

Dream Weaving DC listed upon the following table.

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Cursed Items

  Cap of Troubled Dreams: This item appears to be a cap of

tranquility to all observation until the wearer takes an action

that would cause a Backlash check. When this happens, the cap

 becomes impossible to remove without a successful remove curse

and the character is treated as having a threshold of 0.

  Transmutation moderate; Caster Level: 10th; Prerequisites:

Craft Magic Wondrous Item, bestow curse; Market Price: 1,000gp.

  Variant: This magic item is used along with the threshold and

 backlash variant presented in Chapter 1.

  Cap of Complete Tranquility:  This item appears to be a

cap of tranquility to all observation until the wearer attempts

to expend dream points beyond their dream point threshold.

When this happens the cap becomes impossible to remove, and

it completely protects the wearer from backlashes by preventing

them from spending any dream points above their threshold.

  Transmutation moderate; Caster Level: 10th; Prerequisites:

Craft Magic Wondrous Item, bestow curse; Market Price: 2,000

gp.

  Variant: This magic item is used along with the threshold and

 backlash variant presented in Chapter 1.

  Gem of Dampening: This cursed gold gem steals 1 dream

 point from you whenever you expend dream points. Once picked

up, the gem cannot be thrown away or smashed, it reappears

somewhere on your person. If a remove curse spell is cast upon

the gem of dampening, the item may be discarded normally and

no longer haunts the individual.

  Necromancy faint; Caster Level: 3rd; Prerequisites: Craft

Wondrous Item, creator must have at least 5 ranks in both Dream

Weaving and Weavecraft skills, dampen spirit; Market Price:

1,000 gp.

  Faulty Moral Compass: As the moral compass, but there isa 25% chance that the compass will give a “Yes” answer, 25%

chance it will give a “No” answer, 25%chance it will give an

“Indifferent” answer, and a 25% chance it will give the correct

answer.

  Divination moderate; Caster Level: 7th; Prerequisites: Craft

Wondrous Item, commune, bestow curse; Market Price: 1,400 gp.

Table 4.9: Surreal Storms

Node

Type

Duration Effective

Ranks

DC Radius

Light 5d6 min. 7 -2 50 ft.Moderate 1d6 hrs. 11 -5 200 ft.Strong 2d6 hrs. 15 -8 1000 ft.Severe 4d6 hrs. 19 -10 5000 ft.

  Duration: This is how long a surreal storm lasts in minutes or

hours.

  Effective Ranks: Surreal storms are treated as if they have a

number of ranks in the Dream Weaving skill equal to the givennumber. Those with less ranks in the Dream Weaving skill, than

the number indicated use the surreal storm’s effective ranks. If

the character that is using the surreal storm has a higher number

of ranks in the Dream Weaving skill they use their ranks instead.

  DC Modifier: Surreal storms decrease the Difficulty Class of

all dream action skill checks.

  Radius: Surreal storms have a radius within which characters

are considered to have the effective Dream Weaving ranks and

DC modifiers of the storm applied to them. Characters can affect

the dream within the storm’s area of effect with the Dream

Weaving skill. Attempts to create effects with ranks granted by

the surreal storm beyond this range automatically fail.

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Appendix A:Monsters Under the Bed

awakened racial trait guidelines presented in Chapter 2 to

determine the racial dream traits of the base creature.

  Corporeal: Corporeal creatures use their normal racial

traits. If playing with the rebirth variant, then the creature uses

the trueborn racial trait guidelines presented in Chapter 2 to

determine its racial dream traits and gains the dream points of a

trueborn creature of an equal Challenge Rating. If playing with

the reborn fey variant, the fey gains the ascended or fallen racialdream traits presented later in this appendix, instead of its normal

racial dream traits.

  Trueborn: Trueborn creatures use the trueborn racial trait

guidelines presented in Chapter 2 to determine its racial dream

traits.

  Progeny: Progeny creatures use their normal racial traits. If

 playing with the dreamspawn/nightmare variant, the progeny

replaces his racial dream traits with the dreamspawn or nightmare

racial dream traits presented later in this appendix.

Step #3

Apply the type and subtype dream traits to the base creature

according to its challenge rating. Creatures with class levels

do not count challenge rating increases from classes when

determining creature type dream traits. Instead, only the

challenge rating of the base creature is used. For example, a

drider with 5 character levels only uses his challenge rating 7 to

determine aberration dream traits.

  Type I Dream Monsters: Aberrations, animals, elementals,

giants, magical beasts, monstrous humanoids, and plants use the

following challenge rating chart to determine their creature type

dream traits.

  The monsters within the Dream Plane are extraordinary and

surreal in both ability and appearance. Frightful creatures turn

into terrifying ones and dangerous monsters become perilous.

Beautiful creatures become wondrous to behold, while unsightly

ones are even more hideous and deformed. The following

section provides a step-by-step process for making monsters

more fantastic, exaggerating their powers as befits a creature that

resides within a dream.

Remaking Monsters for the Dream

Plane

Step #1

  Apply one of the following templates (found in Chapter 2) to

the base creature: slumbering, awakened, corporeal, trueborn, or

 progeny.

Step #2

  Determine the racial dream traits for each creature. If using

the alternate dream point abilities variant, then use this step

to also determine the base creature’s dream point modifying

ability score and thus its maximum dream points. This should be

the creature’s most defining mental ability score (Intelligence,

Wisdom, or Charisma).

Slumbering: Slumbering creatures use their

normal racial traits, unless the GM is using the

incarnation variant.

  Awakened: Awakened creatures use the

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Table B.1: Type I Monster Dream Traits

CR Special1 Creature type feats (15)4 Enhanced quality8 1st unique dream trait, dream skill (1)12 2nd unique dream trait, improved creature type feats16 3rd unique dream trait, dream skill (2)20 4th unique dream trait, greater creature type feats

  Creature Type Feats: Monsters of these creature types

choose 15 feats that they may expend 5 dream points to gain

temporary access to for one encounter. They must meet the

 prerequisites for the feats on their list and may only have access

to one additional creature type feat at a time.

Enhanced Quality: Monsters of this challenge rating or

higher gain one of the following enhanced qualities: the ability

to expend 20 dream points to double their darkvision range, the

ability to expend 15 dream points to double their low-light vision

for one encounter, or an enhanced quality appropriate to one of

the creature subtypes they belong to.

The following is a list of the subtypes and what they can grant

a creature:

  Air: For every 5 dream points air subtype creatures expend

they increases their air speed by 5 feet.

  Aquatic: For every 5 dream points aquatic subtype creaturesexpend they increases their swim speed by 5 feet.

  Chaotic: Chaotic subtype creatures can expend 20 dream

 points to have their natural weapons, deal 1d6 points of extra

damage to lawful creatures for one encounter.

  Cold: Cold subtype creatures can expend 20 dream points to

have their natural weapons, deal 1d6 points of cold damage for

one encounter.

  Earth: For every 5 dream points earth subtype creatures

expend they increases their burrow speed by 5 feet. Earth

creatures without a burrow speed gain a 5-foot burrow speed.

  Evil: Evil subtype creatures can expend 20 dream points to

have their natural weapons, deal 1d6 points of extra damage to

good creatures for one encounter.  Fire: Fire subtype creatures can expend 20 dream points to

have their natural weapons, deal 1d6 points of cold damage for

one encounter.

  Good: Good subtype creatures can expend 20 dream points to

have their natural weapons, deal 1d6 points of extra damage to

evil creatures for one encounter.

  Incorporeal: Incorporeal subtype creatures can expend 20

dream points in order to pass through solid objects with a space

larger than its own for one round.

  Lawful: Lawful subtype creatures can expend 20 dream points

to have their natural weapons, deal 1d6 points of extra damage to

chaotic creatures for one encounter.

  Shapechanger: Shapechanger subtype creatures can expend 20dream points to be able to take 10 on Bluff and Disguise checks

for one encounter.

  Swarm: Swarm subtype creatures can expend 20 dream points

to treat themselves as if they were a large creature for purposes of

wind effects (including gust of wind ) for one encounter.

  Water: For every 5 dream points a water subtype creatures

expend they increases their swim speed by 5 feet.

  Unique Dream Traits: In addition to the above creature type

dream traits a GM should use the surreal class feature guidelines

(found in Chapter 2) to determine a number of unique dream

traits as indicted by the table that are tailored to the specific

monster. Each unique dream traits should cost about 4 credits

according to the surreal class feature guidelines.

  Dream Skills: Monsters of this challenge rating or higher

choose a number of skills as indicted by the table that appear on

their racial skill list and gain a +2 dream bonus per dream point

expenditure when using the improved class skill dream point

ability in conjunction with their chosen skills.

  Improved Creature Type Feats: Monsters of this challenge

rating or higher may expend 15 dream points to access two

creature type feats per encounter.  Greater Creature Type Feats: Monsters of this challenge

rating or higher may expend 30 dream points to access three

creature type feats per encounter.

  Type II Dream Monsters: Constructs, oozes, undead, and

vermin use the following challenge rating chart to determine

their creature type dream traits. They have the same creature

dream traits as Type I monsters, but choose 25 creature type feats

instead of 15 and do not gain any dream skills.

Table B.2: Type II Monster Dream Traits

CR Special1 Creature type feats (25)4 Enhanced quality8 1st unique dream trait12 2nd unique dream trait, improved creature type feats16 3rd unique dream trait20 4th unique dream trait, greater creature type feats

  Type III Dream Monsters: Dragons, fey, and outsiders use

the following challenge rating chart to determine their creature

type dream traits. They have the same creature dream traits as

Type I monsters, but choose 10 creature type feats and do not

gain the improved or greater creature type feats abilities. To offse

this however, they gain more dream skills as indicated below.

Table B.3: Type III Monster Dream Traits

CR Special1 Creature type feats (10), dream skills (1)4 Enhanced quality, dream skills (2)8 1st unique dream trait, dream skills (4)12 2nd unique dream trait, dream skills (6)16 3rd unique dream trait, dream skills (8)20 4th unique dream trait

  Type IV Dream Monsters: Humanoids use the following

challenge rating chart to determine their creature type dream

traits. They have the same creature dream traits as Type I

monsters, but they do not gain an enhanced quality, choose 25

creature type feats, and gain an additional unique dream trait.

Table B.4: Type IV Monster Dream Traits

CR Special

1 Creature type feats (25)4 1st unique dream trait8 2nd unique dream trait, dream skill (1)12 3rd unique dream trait, improved creature type feats16 4th unique dream trait, dream skill (2)20 5th unique dream trait, greater creature type feats

Step #4

Revise stat block of the base creature to reflect the new traits

gained by this process.

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Alternative Creature Dream Traits

The following are two alternative and quicker options for GMs to

use when determining the dream traits of creatures.

Leave the Creatures Alone

Some GMs might not want to or just do not have the time

to remake creatures for their Dream Plane campaigns. If this

is the case, leave creatures unchanged from how they appearwithin the MM  and treat characters as if they are one level higher

than they actually are for every four levels they have acquired

when determining experience gained from an encounter with

such creatures. This helps to offset the improvements characters

receive from their class dream features and allows GMs to play

within the Dream Plane without as much time spent revising stat

 blocks.

GMs should still figure out the dream points of the base

creature and use the dream actions and dream benefits of the

feats as presented in Chapter 3. Additionally, it is recommended

to occasionally add in a monster that has been altered with the

normal creature dream traits (presented above) or the role based

dream traits (presented below), particularly for those NPC

creatures of great importance to your campaign. This will help

engender within players a sense of the awe and excitement that

Dream Plane encounters are meant to create.

Standardized Creature Dream Traits

GMs who do not want to spend precious preparation time

deciding upon the unique dream traits of creatures, may instead

use the following standardized dream trait progressions to quickly

determine a creature’s dream traits. This is a generic process and

as such the creatures do not gain as much of a personalized feel

to their dream traits. A creature’s dream traits are determined bythe role it plays in a campaign and it acquires new dream traits at

its 1st, 4th, 8th, 12th, 16th, and 20th challenge ratings. Creatures

with fractional challenge ratings are treated as 1st challenge

rating for purposes of determining what dream traits they have.

  Ambusher: These creatures have the primary purpose of

confronting adventurers via surprise combat. Creatures with this

role have the following dream traits according to their challenge

rating.

Table B.5: Ambusher Dream Traits

CR Special1 Feats of ambushing

4 Ambushing attack  8 Dream skills (4)12 Improved ambushing16 Dream skills (8)20 Greater ambushing

  Feats of Ambushing (Ex): An ambusher may expend 5

dream points to gain temporary access to one of the following

feats for one encounter: Acrobatic, Agile, Alertness, Athletic,

Combat Expertise (Improved Disarm, Improved Feint, Improved

Trip, Whirlwind Attack), Combat Reflexes,

Dodge (Mobility, Spring Attack), Improved

Critical, Improved Initiative, Investigator,

Lightning Reflexes, Negotiator, Nimble Fingers,

Persuasive, Quick Draw, Quicken Spell-Like

Ability, Skill Focus (for any skill that appears in the ambusher’s

stat block), Stealthy, Weapon Finesse. An ambusher must meet

the prerequisites of the feat in order to access it. An ambusher can

only access one feat of ambushing per encounter.

  Ambushing Attack (Ex): An ambusher may expend 20 dream

 points to declare one melee or ranged attack (the target can be

no more than 30-feet distant if the ambushing attack is a ranged

attack) an ambushing attack and deal an additional 2d6 points of

damage. The target of the attack also loses any Dexterity bonus to

AC, but only against the ambushing attack. This is a free action.  Dream Skill (Ex): An ambusher selects a number of skills as

indicted by Table B.5 that appear in their stat block, when using

the improved class skill dream point ability in conjunction with

these four class skills the ambusher gains a +2 dream bonus per

dream point expenditure.

 Improved Ambushing: An ambusher may expend 15 dream

 points to access two feats of ambushing per encounter.

  In addition, an ambusher may expend 60 dream points to

declare an improved ambushing attack that deals an additional

6d6 points of damage. The target of the attack also loses any

Dexterity bonus to AC, but only against the ambushing attack.

  Greater Ambushing: An ambusher may expend 30 dream

 points to access three feats of ambushing per encounter.  Combatant: These creatures have the primary purpose of

confronting adventurers via physical combat. Creatures with this

role have the following dream traits according to their challenge

rating.

Table B.6: Combatant Dream Traits

CR Special1 Feats of combat4 Combatant sacrifice8 Dream skills (1), weapon mastery12 Improved combat16 Dream skills (2), paragon of martial prowess20 Greater combat

  Feats of Combat: At 1st challenge rating, a combatant may

expend 5 dream points to gain temporary access to one of the

fighter bonus feats he does not currently have. This ability can

also be used to gain access to the Awesome Blow, Endurance, Die

Hard, Flyby Attack, Improved Natural Armor, Improved Natural

Attack, Great Fortitude, Multiattack, Multiweapon Fighting,

Skill Focus (for any skill that appears in the combatant’s stat

 block), Snatch, or Toughness feats. A combatant must meet the

 prerequisites of the feat in order to use it and its effects last only

for the duration of one encounter. A combatant can only access

one extra feat per encounter. This is a free action.

  Combatant’s Sacrifice (Ex): A combatant may sacrifice Base

Attack Bonus for one encounter to gain temporary dream points

to power his combatant creature dream traits or activate thedream benefits of any feats that appear on the above feats of

combat list. For each point of Base Attack Bonus sacrificed the

combatant gains ten temporary dream points that he can expend

during that encounter. This is a free action.

  Dream Skill (Ex): A combatant selects a number of skills as

indicted by Table B.6 that appear in their stat block when using

the improved class skill dream point ability in conjunction with

this skill the combatant gains a +2 dream bonus per dream point

expenditure.

Weapon Mastery (Ex): A combatant may expend 40 dream

 points to be able to re-roll one melee or ranged damage roll each

round for one encounter. The combatant takes the better of the

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two results. This is a free action.

   Improved Combat: A combatant may expend 15 dream points

to access two feats of combat per encounter.

  Paragon of Martial Prowess (Ex): A combatant may expend

80 dream points to gain a +4 dream bonus to Strength, Dexterity,

and Constitution for one encounter. It also chooses one of the

following additional benefits to gain for the duration of one

encounter: a +4 dream bonus to natural armor, a +10 dream

 bonus to one speed type, or +2 bonus to attack rolls in regards to

a particular extraordinary special attack. This is a free action.  Greater Combat: A combatant may expend 30 dream points to

access three feats of combat per encounter.

  Magic Wielder: These creatures have the primary purpose of

confronting adventurers via magical combat. Creatures with this

role have the following dream traits according to their challenge

rating.

Table B.7: Magic Wielder Dream Traits

CR Special1 Feats of magic, spell templates (2)4 Magic wielder’s sacrifice, spell templates (4)8 Dream skills (1), spell templates (6), spontaneous

casting12 Spell templates (8)

16 Dream skills (2), paragon of magic, spell templates (10)20 spell templates (12)

  Feats of Magic (Ex): A magic wielder may expend 5 dream

 points to gain temporary access to one of the wizard bonus feats

he does not currently have. This ability can also be used to gain

access to the Augment Summoning, Combat Casting, Empower

Spell-Like Ability, Improved Counterspell, Iron Will, Quicken

Spell-Like Ability, Skill Focus (for any skill that appears in the

magic wielder’s stat block), Spell Focus (Greater Spell Focus),

or Spell Penetration (Greater Spell Penetration). A magic wielder

must meet the prerequisites of the feat in order to use it and

its effects last only for the duration of one encounter. A magic

wielder can only access one extra feat per encounter. This is a

free action.

  Spell Templates (Ex): A magic wielder selects a number of

spell templates as indicted by Table B.7 that it gains access to.

  The spell templates gained via this ability can only be applied

to spell-like abilities spells.

  Magic Wielder’s Sacrifice (Su): A magic wielder may sacrifice

spell-like abilities to gain temporary dream points to power his

magic wielder creature dream traits, activate the dream benefits of

any feats that appear on the above feats of magic list, or use spell

templates. Each spell sacrificed the magic wielder gains a number

of temporary dream points equal to ten times the challenge rating

of the spell sacrificed (5 dream points for 0-challenge rating

spells). These temporary dream points last for the rest of thatencounter. This is a free action.

  Dream Skill (Ex): A magic wielder selects a number of skills

as indicted by Table B.7 that appear in their stat block when using

the improved class skill dream point ability in conjunction with

this skill the combatant gains a +2 dream bonus per dream point

expenditure.

Spontaneous Casting (Sp): A magic wielder may expend 5 +

5 dream points per spell level to channel stored spell energy into

spells of the same school that it normally does not have access

to on its spell-like ability list. The magic wielder can “lose” a

spell-like ability for one round in order to cast a new spell-like

ability of the same school of magic, same type (i.e. cleric, druid,

sorcerer/wizard spell) and same spell level or lower. This expends

one of the magic wielder’s uses per day for the chosen spell-like

ability. This is a free action.

  For example, an ogre mage could expend 30 dream points to

“lose” his cone of cold  spell-like ability and replace it with any

5th-level or lower sorcerer spell from the evocation school. Once

this is done the ogre mage is considered to have used his cone of

cold  spell-like ability slot and cannot use it again that day since

it only has one use per day. Of course if the ogre mage expends

15 dream points to “lose” his invisibility spell-like ability, hecan replace it with any 2nd-level or lower sorcerer spell from

the illusion school. Since the ogre mage can make use of the

invisibility spell-like ability at will he can continue to use the

spontaneous casting ability as long as he has the dream points to

afford it.

  Paragon of Magic (Su): A magic wielder may expend 80

dream points to gain a +6 dream bonus to Intelligence, Wisdom,

or Charisma for one encounter. In addition, the magic wielder

gains a spell resistance equal to 10 + half the magic wielder’s

challenge rating + the magic wielder’s Intelligence modifier (a

magic wielder who already has spell resistance may increases

his spell resistance by 5 if that would grant him a higher spell

resistance) this also lasts for one encounter. This is a free action.  Skill User: These creatures have the primary purpose of

confronting adventurers via the use of skills, both inside and

outside of combat. Creatures with this role have the following

dream traits according to their challenge rating.

Table B.8: Skill User Dream Traits

CR Special1 Feats of skill4 Heroic action8 Dream skills (4)12 Improved skill16 Dream skills (8), paragon of skill20 Greater skill

  Feats of Skill (Ex): A skill user may expend 5 dream points

to gain temporary access to one of the following feats for one

encounter: Acrobatic, Agile, Alertness, Animal Affinity, Athletic,

Deceitful, Deft Hands, Diligent, Great Fortitude, Investigator,

Iron Will, Lightning Reflexes, Magical, Aptitude, Negotiator,

 Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus (for any

skill), Stealthy, or Track. A skill user must meet the prerequisites

of the feat in order to access it. A skill user can only access one

feat of skill per encounter.

  Heroic Action (Ex): A skill user may expend 20 dream points

to gain an extra full-round action at any time during this round as

long as that full-round action is used in conjunction with a skill.

This is considered to be a use of the heroic surge dream point

ability and thus can only be used once per round. This is a freeaction.

  Dream Skill (Ex): A skill user selects a number of skills as

indicted by Table B.8 that appear in their stat block when using

the improved class skill dream point ability in conjunction with

this skill the combatant gains a +2 dream bonus per dream point

expenditure.

 Improved Skill: A skill user may expend 15 dream points to

access two feats of skill per encounter.

   Paragon of Skill: A skill user can expend 60

dream points to gain a +4 dream bonus to any

one ability score and a +2 dream bonus to all skill

checks concerning that skill for one encounter. If

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Special Considerations

  Dream Haunting: One of a night hag’s most vicious powers

is its ability to target opponents in their sleep. Normally, this

supernatural ability requires the target to be dreaming, but if the

recipient is inside the Dream Plane he is considered dreaming no

matter their dreamer or creature type, though mindless creatures

are still immune to this spell. In this manner, even elves and

undead can be affected by the dream haunting ability if they

are within the Dream Plane. Unlike on the Material Plane,the dream haunting ability brings the night hag directly to the

affected creature’s location in the Dream Plane as a dreamer type

corresponding to the dreamer type of the recipient. If the night

hag defeats the target in the Dream Plane the character suffers

1 point of Constitution damage upon awakening plus any other

effects that the target’s dream form allows (such as nonlethal

damage for awakened targets or lethal damage for corporeal

targets).

  Lethal Damage and Creatures without Constitution: 

Creatures without a Constitution score, such as constructs,

elementals, and undead use the following rules to determine how

lethal damage affects them. In the descriptions below D equals

the creature’s challenge rating.

 Act Normally: As long as a creature still has at least 1-D hit

 points, he can still act normally.

  Destroyed: At -D and lower hit points, a creature is dead.

  For example, a stone golem with a challenge rating of 11

would continue to act normally from 0 to -10 hit points and at -11

 be destroyed.

  Nonlethal Damage and Creatures without Constitution: 

Creatures without a Constitution score, such as constructs,

elementals, and undead, do not suffer nonlethal damage as

normal, however they can only enter the Dream Plane as

awakened in shadow or living form, corporeal, or native

creatures. These dreamer types allow such creatures to bedestroyed through lethal damage, whereas other dreamer types

would make such creatures near impervious to attack as nonletha

and mind affect spells have no effect upon these creatures. GMs

can of course do as they wish in regards to their own campaigns,

 but should keep in mind this important point.

  Natural Attacks: All creatures with natural weapons can

expend 10 dream points to Take 10 on a single attack roll

with one of their natural weapons. This mirrors the effects of

 proficiency with manufactured weapons and helps to even the

 playing field for monsters.

  Regeneration: Creatures with this special quality entering

the Dream Plane as awakened with the dream form trait, which

converts all lethal damage dealt to the creature to nonlethaldamage requires a special rule in order to keep them balanced;

as otherwise they would become invulnerable to all attacks,

even those that would normally deal lethal damage to them.

While within the Dream Plane, dream form creatures with the

regeneration ability take temporary lethal damage when suffering

damage from sources that ignore their regeneration ability. This

temporary lethal damage heals at a rate of 1 point of temporary

lethal damage per hour per Hit Die. When the total amount of

temporary lethal damage exceeds the character’s hit points,

the creature returns to his native plane in an unconscious state

suffering from an amount of nonlethal damage equal to the

the skill user chooses to increase his Constitution he may once

during the encounter substitute a Concentration check for any

other skill check, essentially focusing its mind upon the action so

much that it can take actions that it normally could not. This is a

free action.

  Greater Skill: A skill user may expend 30 dream points to

access three feats of skill per encounter.

  Specialized Attacker: These creatures have the primary

 purpose of confronting adventurers via special attacks and special

qualities. Creatures with this role have the following dream traitsaccording to their challenge rating.

Table B.9: Specialized Attacker Dream Traits

CR Special1 Feats of specialty4 Fantastic quality8 Dream skills (1), improved fantastic quality12 Improved specialty16 Dream skills (2), greater fantastic quality20 Greater specialty

  Feats of Specialty: A specialized attacker may expend 5

dream points to gain temporary access to one of the wizard bonus

feats he does not currently have. This ability can also be used to

gain access to the Ability Focus, Empower Spell-Like Ability,

Flyby Attack, Greater Damage Reduction, Greater Resistanceto Energy, Greater Spell Resistance, Great Fortitude, Hover,

Improved Fast Healing, Improved Natural Armor, Improved

 Natural Attack, Improved Regeneration, Iron Will, Lightning

Reflexes, Quicken Spell-Like Ability, Skill Focus (for any skill

that appears in the specialized attacker’s stat block), Snatch, or

Wingover. A specialized attacker must meet the prerequisites of

the feat in order to use it and its effects last only for the duration

of one encounter. A specialized attacker can only access one extra

feat per encounter. This is a free action.

  Fantastic Quality (Ex): A specialized attacker may expend

20 dream points to gain one of the following for the duration of

one encounter: a +4 dream bonus to natural armor, a +10 dream

 bonus to one speed type, damage reduction 1/-, resistance to

energy 5 versus energy type of the specialized attacker’s choice,

or +2 bonus to attack rolls in regards to a particular extraordinary

special attack. This is a free action.

  Dream Skill (Ex): A specialized attacker selects a number of

skills as indicted by Table B.9 that appear in their stat block when

using the improved class skill dream point ability in conjunction

with this skill the combatant gains a +2 dream bonus per dream

 point expenditure.

 Improved Fantastic Quality: A specialized attacker may

expend 40 dream points to gain a second fantastic quality.

  Improved Specialty: A specialized attacker user may expend

15 dream points to access two feats of specialty per encounter.  Greater Fantastic Quality: specialized attacker may expend

80 dream points to gain a +6 dream bonus to any one ability score

that modifies one of its special attacks and chooses two fantastic

qualities it gains access to for one encounter.

  Greater Specialty: A specialized attacker may expend 30

dream points to access three feats of specialty per encounter.

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amount of temporary lethal damage previously suffered.

  Sleep Immunity: Creatures with this special quality that

enter the Dream Plane lose their immunity to sleep, but gain a +4

dream bonus to Will saves versus spells, spell-like, supernatural

spells and effects with the Dream descriptor. See Chapter 4 for

more details on the Dream descriptor and how it relates to spells

and effects. They also gain the ability to expend 15 dream points

to use the luck roll dream point ability when making a saving

throw versus dream descriptor spells.

Monster Feats

  This section lists the dream benefits of feats commonly

attributed to monsters or related to monsters.

Ability Focus

  Dream Benefit: A creature can expend 5 dream points to gain

a +1 dream bonus to the Difficulty Class of all saving throws

made in regards to their chosen special attack for one round. They

can have a dream bonus to their Difficulty Class equal to 1 + half

their challenge rating.

Awesome Blow

  Dream Benefit: The creature can increase the distance

traveled by their opponent by 10 feet for every 10 dream points

they expend (maximum +10 feet for Large, +20 feet for Huge,

+30 feet for Gargantuan, and +40 feet for Colossal creatures).

If an obstacle prevents the completion of the opponent’s move,

the opponent and the obstacle each take 1d6 points of damage

 per 10 feet of distance, and the opponent stops in the space

adjacent to the obstacle. If no obstacle prevents the completion

of the opponent’s move, upon landing they take falling damageas if they had fallen from a height 10 feet less than the distance

traveled.

Craft Construct

  Dream Benefit: A creature with this feat can repair a construct

through the expenditure of 2 dream points per point of damage

repaired.

Empower Spell-like Ability

  Dream Benefit: The creature can use the empowered spell-like ability an additional time per day by expending 5 dream

 points per spell level.

Flyby Attack 

  Dream Benefit: A creature can expend 5 dream points to

ignore attacks of opportunities from a single opponent while

using this feat. It may designate multiple opponents that it can

ignore for purposes of attacks of opportunity, but must expend 5

dream points for each such opponent. This benefit lasts for one

round.

Greater Damage Reduction

  Prerequisite: Damage reduction.

  Benefit: The creature’s damage reduction increases by 5

 points if it can be defeated by multiple elements, 4 points if it

is defeated by a single non-adamantine element, 3 points if it

is defeated by adamantine or a combination of non-adamantine

elements, 2 points if it is defeated by a combination of elements

including adamantine, or 1 point if it cannot be defeated by anyelement.

  Dream Benefit: The creature can expend 20 dream points to

double the normal benefit for this feat for one encounter.

Greater Resistance to Energy

  Prerequisite: Resistance to energy.

  Benefit: The creature’s resistance to energy increases by 5

 points in regards to one element.

  Dream Benefit: Creatures can expend 10 dream points to

grant a +1 dream bonus to resistance to energy for one encounter.

They can have a dream bonus to resistance to energy equal to 1 +half their challenge rating.

Greater Spell Resistance

  Prerequisite: Spell resistance.

  Benefit: The creature’s spell resistance increases by 2 points.

  Dream Benefit: Creatures can expend 10 dream points to

grant a +1 dream bonus to spell resistance, for one encounter.

They can have a dream bonus to spell resistance equal to 1 + half

their challenge rating.

Hover   Dream Benefit: The creature can hover as a free action for

one round by expending 10 dream points.

Improved Fast Healing

  Prerequisite: Fast healing.

  Benefit: The creature’s fast healing rate increases by 1 point

 per round.

  Dream Benefit: The creature can expend 20 dream points to

double the normal benefit for this feat for one encounter.

Improved Natural Armor 

  Dream Benefit: Creatures can gain a +1 dream bonus to their

natural armor bonus for every 2 dream points they expend. They

can increase their natural armor bonus to Armor Class by up to 1

+ half their Base Attack Bonus. This benefit lasts for one round.

Improved Natural Attack 

  Dream Benefit: The creature can expend

20 dream points to improve its natural weapon

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damage by a second category for

one encounter.

Improved Regeneration

  Prerequisite: Regeneration.

  Benefit: The creature’s

regeneration rate increases by 1

 point per round.

  Dream Benefit: The creaturecan expend 20 dream points to

double the normal benefit for this

feat for one encounter.

Multiattack 

  Dream Benefit: The creature

can expend 5 dream points

to ignore its secondary attack

 penalties for one round.

Multiweapon Fighting

  Dream Benefit: The creature

can expend 5 dream points to

ignore its multiweapon fighting

 penalties for both your primary

hand and off hand attacks. This

 benefit lasts for one round.

Quicken Spell-like

Ability

  Dream Benefit: The creaturecan use the quicken spell-like

ability an additional time per day

 by expending 10 dream points per

spell level. This does not give extra

uses of the spell-like ability per

day only extra quickened versions

of the spell if you still have uses of

the spell-like ability available, such

as when this feat is associated with

an at will spell-like ability.

Snatch  Dream Benefit: The creature can increase the distance they

fling their opponent by 10 feet for every 10 dream points they

expend (maximum +10 feet for Huge, +20 feet for Gargantuan,

and +30 feet for Colossal creatures). A flung creature takes 1d6

 points of damage per extra 10 feet traveled.

Wingover   Dream Benefit: The creature can expend 5 dream points to

ignore the normal loss of 10 feet of flying movement that this feat

normally consumes.

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Appendix B:Alternative Dream Abilities

  While the Dream Point System creates an exciting and

 balanced set of mechanics for manipulating abilities in the Realm

of Dreams, those running a campaign where such visits are rare

might find the system a little too time consuming. This appendix

 presents alternative methods for incorporating a Dream Plane that

is not based upon the Dream Point System that allows characters

to perform fantastic feats and surreal dream actions, without the

need to keep track of dream points.

Alternative Racial Dream Traits

  Using this option, characters can only use their racial dream

traits a limited number of times per day. While the daily allotmentof dream trait uses can supplant the Dream Point System,

employing both mechanics together can increase player power

and versatility by letting them focus dream point expenditures

upon dream actions and feats. Although this allows for even

more fantastic Dream Plane campaigns, it also adds a layer

of complexity that some might find is too much hassle when

compared with the benefits.

Alternative Awakened Racial Dream Traits

  The following section details the alternative awakened racial

traits of those races detailed in the PHB. These are in addition tothe standard racial traits and their bonuses stack where applicable

Awakened Dwarven Traits

  Improved Racial Skills: Awakened dwarves can use the luck

roll ability when using the Appraise, Craft, or Search skills in

relation to metal or stone. This is a free action that can be used

a number of times per day equal to 3 + the awakened dwarf’s

Intelligence modifier (minimum of once per day).

  Improved Poison Resistance: Awakened dwarves can use the

luck roll ability when making a saving throw versus poison. This

is a free action that can be used a number of times per day equal

to 1 + the awakened dwarf’s Constitution modifier (minimum of

once per day).  Improved Spell Resistance: Awakened dwarves can use the

luck roll ability when making a saving throw versus spells or

spell-like effects. This is a free action that can be used a number

of times per day equal to 1 + the awakened dwarf’s Wisdom

modifier (minimum of once per day).

  Incredible Feat: Awakened dwarves may gain temporary

access to any feat upon the fighter’s bonus feat list for which they

meet the prerequisites. Awakened dwarves may

only have one incredible feat at a time and access

to this feat only lasts for one round. This is a free

action that can be used a number of times per

day equal to 3 + the awakened dwarf’s Strength

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modifier (minimum of once per day).

Awakened Elven Traits

  Improved Racial Skills: Awakened elves can use the luck roll

ability when using the Listen, Spot, or Search skills. This is a free

action that can be used a number of times per day equal to 3 + the

awakened elf’s Wisdom modifier (minimum of once per day).

   Dream Resistance: Awakened elves lose their immunity to

sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dreamdescriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also can use the luck roll ability when making a saving throw

versus dream descriptor spells. This is a free action that can be

used a number of times per day equal to 1 + the awakened elf’s

Wisdom modifier (minimum of once per day).

 Improved Enchantment Resistance: Awakened elves can

use the luck roll ability when making a saving throw versus

enchantment. This is a free action that can be used a number of

times per day equal to 1 + the awakened elf’s Wisdom modifier

(minimum of once per day).

  Improved Weapon Proficiencies: Awakened elves can Take

10 on a single attack roll with longswords, rapiers, longbows(including composite longbow), and short bow (including

composite shortbow). This bonus comes from the dream benefits

from the awakened elves’s racial Martial Weapon Proficiency

feats.

  Spell-like Abilities: Awakened elves can cast a 0-level spell

from wizard’s spell list. This is a free action that can be used

a number of times per day equal to 3 + the awakened elf’s

Intelligence modifier (minimum of once per day). Caster level

1st; save DC 10 + awakened elf’s Intelligence modifier.

Awakened Gnome Traits

  Improved Racial Skills: Awakened gnomes can use the luck

roll ability when using the Craft (alchemy) or Listen skills. Thisis a free action that can be used a number of times per day equal

to 2 + the awakened gnome’s Intelligence modifier (minimum of

once per day).

  Improved Illusion Resistance: Awakened gnomes can use the

luck roll ability when making saving throws versus illusions. This

is a free action that can be used a number of times per day equal

to 1 + the awakened gnome’s Intelligence modifier (minimum of

once per day).

   Ranged Legerdemain: Awakened gnomes only increase the

DC by 10 (instead of 20) when using the ranged legerdemain

dream action for the Sleight of Hand skill. Working at a distance

the awakened gnome cannot take 10 on this check. Any object

to be manipulated must weigh 5 pounds or less. This is a free

action that can be used a number of times per day equal to 3 +

the awakened gnome’s Dexterity modifier (minimum of once per

day).

  Spell-like Abilities: Awakened gnomes can cast a 0-level spell

from the bard’s spell list. This is a free action that can be used

a number of times per day equal to 3 + the awakened gnome’s

Charisma modifier (minimum of once per

day). Caster level 1st; save DC 10 + awakened

gnome’s Charisma modifier.

Awakened Half-Elven Traits

 Improved Racial Skills: Awakened half-elves can use the luck

roll ability when using the Diplomacy and Gather Information

skills. This is a free action that can be used a number of times

 per day equal to 2 + the awakened half-elf’s Charisma modifier

(minimum of once per day).

   Dream Resistance: Awakened half-elves lose their immunity

to sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dream

descriptor. See Chapter 4 and Appendix B for more details on theDream descriptor and how it relates to spells and effects. They

also can use the luck roll ability when making a saving throw

versus dream descriptor spells. This is a free action that can be

used a number of times per day equal to 1 + the awakened half-

elf’s Wisdom modifier (minimum of once per day).

  Improved Enchantment Resistance: Awakened half-elves

can use the luck roll ability when making a saving throw versus

enchantment. This is a free action that can be used a number

of times per day equal to 1 + the awakened half-elf’s Wisdom

modifier (minimum of once per day).

  Incredible Feats: Awakened half-elves may gain temporary

access to any feat for which they meet the prerequisites.

Awakened half-elves may only have one incredible feat at a timeand access to this feat only lasts for one round. This is a free

action that can be used a number of times per day equal to 3 + the

awakened half-elf’s Charisma modifier (minimum of once per

day).

   Improved Heroic Surge: Awakened half-elves can use the

heroic surge ability a number of times per day equal to 1 + the

awakened half-elf’s Charisma modifier (minimum of once per

day).

Awakened Half-Orc Traits

 Improved Racial Skills: Awakened half-orcs can use the luck

roll ability when using the Climb, Jump, Intimidate, and Swim

skills. This is a free action that can be used a number of times per day equal to 4 + the awakened half-orc’s Strength modifier

(minimum of once per day).

  Incredible Feats: Awakened half-orc may gain temporary

access to any feat for which they meet the prerequisites.

Awakened half-orcs may only have one incredible feat at a time

and access to this feat only lasts for one round. This is a free

action that can be used a number of times per day equal to 3 + the

awakened half-orc’s Charisma modifier (minimum of once per

day).

   Heroic Attack: Awakened half-orcs can use the heroic surge

ability when using it to attack. This is a free action that can be

used a number of times per day equal to 3 + the awakened half-

orc’s Strength modifier (minimum of once per day).

Awakened Halfling Traits

 Improved Racial Skill: Awakened halflings can use the luck

roll ability when using the Climb, Jump, and Move Silently

skills. This is a free action that can be used a number of times

 per day equal to 3 + the awakened halfling’s Dexterity modifier

(minimum of once per day).

  Improved Fear Resistance: Awakened half-elves can use the

luck roll ability when making a saving throw versus fear. This is

a free action that can be used a number of times per day equal to

1 + the awakened half-elf’s Wisdom modifier (minimum of once

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 per day).

   Heroic Stride: Awakened halflings can use the heroic surge

ability when using it to move. This is a free action that can

 be used a number of times per day equal to 1 + the awakened

halfling’s Dexterity modifier (minimum of once per day).

  Uncanny Throw: Awakened halflings can make any small-

sized light weapons they wield into a thrown weapon with a

range increment of 10 feet. A light weapon that already has a

range increment increases its range increment by 5 feet. This is a

free action that can be used a number of times per day equal to 3+ the awakened halfling’s Dexterity modifier (minimum of once

 per day).

Awakened Human Traits

  Improved Racial Skills: Awakened Humans choose one skill.

Awakened humans can use the luck roll ability when using the

chosen skill. This is a free action that can be used a number of

times per day equal to 1 + the awakened human’s ability score

modifier that corresponds to key ability of the chosen skill

(minimum of once per day).

  Incredible Feats: Awakened humans may gain temporary

access to any feat for which they meet the prerequisites.

Awakened humans may only have one incredible feat at a timeand access to this feat only lasts for one round. This is a free

action that can be used a number of times per day equal to 3 +

the awakened human’s Charisma modifier (minimum of once per

day).

   Improved Heroic Surge: Awakened humans can use the heroic

surge ability a number of times per day equal to 1 + the awakened

human’s Charisma modifier (minimum of once per day).

Alternative Awakened Racial Dream Trait

Guidelines

The following is a guideline to determine the alternative racialdream traits of creatures not found in the PHB when not using the

Dream Point System.

  Brainstorming Awakened Racial Traits: Perhaps the most

difficult thing to do when determining awakened racial traits

for creatures not covered in the PHB, is to devise a list of racial

concepts that fit the race in question, but are not overpowered

when compared to the awakened racial traits presented in this

chapter. To help with this process the following guidelines have

 been provided:

  Guideline #1: Keep the awakened racial traits simple and

uniform with those presented above.

  Guideline #2: If the race has any racial bonuses to skills, list

them.  Guideline #3: If the race has any racial bonuses to saving

throws (fear, poison, etc.), list them.

  Guideline #4: If he race has any other racial traits that might

 be appropriate to expound upon with a unique awakened racial

trait, list them.

  Balancing the Awakened Racial Traits: To help narrow

things down, use a credit system whereby 8 to 12 credits (usually

10) are allotted to each race to help balance the race’s awakened

racial abilities.

  Creatures with a level adjustment should increase the credits

allotted to them by 2 to 3 credits per +1 level adjustment. These

credits are spent according to the following steps:

  Step #1 (Skill Bonuses): Look over the skills on the list and

determine which ones are most essential to the race and grant

the race the luck roll ability a number of times per day equal to

the number of the skills plus the most appropriate ability score

modifier. Subtract 1 credit for each skill, another 1 credit for each

+2 racial bonus to the ability score that is used to determine uses

 per day, and an additional 1 credit if the player chooses the skill.

  Step #2 (Saving Throw Bonuses): Look over the saving throws

on the list and determine which ones are most essential to therace and grant the race the luck roll ability a number of times per

day equal to 1 plus the most appropriate ability score modifier.

Subtract 1 credit for each skill, another 1 credit for each +2 racial

 bonus to the ability score that is used to determine uses per day,

and an additional 1 credit if the player chooses the save.

Step #3 (Other Racial Traits): If credits are still left over and

no other skills or saves seem appropriate for enhancement, then

consider the remainder of creature’s racial traits and try to come

up with an appropriately balanced concept for an awakened trait,

such as the incredible feat trait granted to half-elves, half-orcs,

and humans. For each racial trait expanded upon subtract 1 to 4

credits depending upon the usefulness of the ability.

Tip: Feats, Prestige Class abilities, and monstrous SpecialQualities are all good places to look for inspiration for these

additional awakened racial traits.

Alternative Trueborn Racial Dream

Traits

  The following section details the alternative trueborn racial

traits of those races detailed in the PHB. These are in addition to

the standard racial traits and their bonuses stack where applicable

Trueborn Dwarven Traits  Aspect Level: Trueborn dwarves gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn dwarves normally take aspect

levels in one of the following aspects: aligned (good, lawful),

draconic (metallic [copper, gold]), elemental-born (earth, fire),

 paragon (Strength, Constitution, Wisdom), planar (archon), terran

(any), or totem (badger, dog, horse).

  Greater Constitution: +2 Constitution.

Greater Wisdom: +2 Wisdom.

  Improved Racial Skills: Trueborn dwarves can use the luck

roll ability when using the Appraise, Craft, or Search skills in

relation to metal or stone. This is a free action that can be used

a number of times per day equal to 3 + the trueborn dwarf’sIntelligence modifier (minimum of once per day).

  Natural Dream Weaving: Trueborn dwarves can use the luck

roll ability when using the Dream Weaving skill in relation to the

element of earth. This is a free action that can be used a number

of times per day equal to 1 + the trueborn dwarf’s Wisdom

modifier (minimum of once per day).

  Improved Poison Resistance: Trueborn dwarves can use the

luck roll ability when making a saving throw

versus poison. This is a free action that can be

used a number of times per day equal to 1 + the

trueborn dwarf’s Constitution modifier (minimum

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of once per day).

  Improved Spell Resistance: Trueborn dwarves can use the luck

roll ability when making a saving throw versus spells or spell-

like effects. This is a free action that can be used a number of

times per day equal to 1 + the trueborn dwarf’s Wisdom modifier

(minimum of once per day).

  Incredible Feat: Trueborn dwarves may gain temporary access

to any feat upon the fighter’s bonus feat list for which they meet

the prerequisites. Trueborn dwarves may only have one incredible

feat at a time and access to this feat only lasts one round. This isa free action that can be used a number of times per day equal to

3 + the trueborn dwarf’s Strength modifier (minimum of once per

day).

Trueborn Elven Traits

  Aspect Level: Trueborn elves gain an aspect level from those

listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn elves normally take aspect

levels in one of the following aspects: aligned (chaotic, good),

draconic (gold, silver), elemental-born (air, water), fey-blooded

(any), greenheart (any), luminary (radiant), paragon (Dexterity,

Intelligence, Charisma), planar (archon), or totem (cat, eagle,

raven, wolf).  Greater Dexterity: +2 Dexterity.

Greater Intelligence: +2 Intelligence.

  Improved Racial Skills: Trueborn elves can use the luck roll

ability when using the Listen, Spot, or Search skills. This is a free

action that can be used a number of times per day equal to 3 + the

trueborn elf’s Wisdom modifier (minimum of once per day).

  Natural Dream Weaving: Trueborn elves can use the luck roll

ability when using the Dream Weaving skill in relation to the

element of air. This is a free action that can be used a number of

times per day equal to 1 + the trueborn elf’s Intelligence modifier

(minimum of once per day).

   Dream Resistance: Trueborn elves lose their immunity to

sleep, but gain a +4 dream bonus to Will saves versus spells,spell-like, supernatural spells and effects with the Dream

descriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also can use the luck roll ability when making a saving throw

versus dream descriptor spells. This is a free action that can be

used a number of times per day equal to 1 + the trueborn elf’s

Wisdom modifier (minimum of once per day).

 Improved Enchantment Resistance: Trueborn elves can use the

luck roll ability when making a saving throw versus enchantment.

This is a free action that can be used a number of times per day

equal to 1 + the trueborn elf’s Wisdom modifier (minimum of

once per day).

  Improved Weapon Proficiencies: Trueborn elves can Take

10 on a single attack roll with longswords, rapiers, longbows

(including composite longbow), and short bow (including

composite shortbow). This bonus comes from the dream benefits

from the trueborn elves’ racial Martial Weapon Proficiency feats.

  Spell-like Abilities: Trueborn elves can cast a 0-level spell

from wizard’s spell list. This is a free action that can be used

a number of times per day equal to 3 + the

trueborn elf’s Intelligence modifier (minimum

of once per day). Caster level 1st; save DC 10 +

trueborn elf’s Intelligence modifier.

Trueborn Gnome Traits

  Aspect Level: Trueborn gnomes gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn gnomes normally take aspect

levels in one of the following aspects: aligned (chaotic, good,

lawful), draconic (brass, bronze, copper), elemental-born (earth,

fire), luminary (radiant, shadowy), paragon (Constitution,

Intelligence, Wisdom), planar (archon, janni), terran (amethyst,

diamond, emerald, ruby, sapphire, or topaz) or totem (bat, badger

cat, owl).  Greater Constitution: +2 Constitution.

Greater Charisma: +2 Charisma.

  Improved Racial Skills: Trueborn gnomes can use the luck roll

ability when using the Craft (alchemy) or Listen skills. This is a

free action that can be used a number of times per day equal to 2

+ the trueborn gnome’s Intelligence modifier (minimum of once

 per day).

  Natural Dream Weaving: Trueborn gnomes can use the luck

roll ability when using the Dream Weaving skill in relation to the

element of earth. This is a free action that can be used a number

of times per day equal to 1 + the trueborn gnome’s Charisma

modifier (minimum of once per day).

  Natural Handle Progeny: Trueborn gnomes can use the luckroll ability when using the Handle Progeny skill. This is a free

action that can be used a number of times per day equal to 1 + the

trueborn gnome’s Charisma modifier (minimum of once per day).

  Improved Illusion Resistance: Trueborn gnomes can use the

luck roll ability when making saving throws versus illusions. This

is a free action that can be used a number of times per day equal

to 1 + the trueborn gnome’s Intelligence modifier (minimum of

once per day).

   Ranged Legerdemain: Trueborn gnomes only increase the DC

 by 10 (instead of 20) when using the ranged legerdemain dream

action for the Sleight of Hand skill. Working at a distance the

trueborn gnome cannot take 10 on this check. Any object to be

manipulated must weigh 5 pounds or less. This is a free actionthat can be used a number of times per day equal to 3 + the

trueborn gnome’s Dexterity modifier (minimum of once per day).

  Spell-like Abilities: Trueborn gnomes can cast a 0-level spell

from the bard’s spell list. This is a free action that can be used

a number of times per day equal to 3 + the trueborn gnome’s

Charisma modifier (minimum of once per day). Caster level 1st;

save DC 10 + trueborn gnome’s Charisma modifier.

Trueborn Half-Elven Traits

 Aspect Level: Trueborn half-elves gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn half-elves normally take aspect

levels in one of the following aspects: aligned (chaotic, good),

draconic (metallic), elemental-born (air, water), fey-blooded

(any), greenheart (any), paragon (any), planar (archon), or totem

(cat, eagle, raven, wolf).

  Greater Dexterity: +2 Dexterity.

Greater Charisma: +2 Charisma.

  Improved Racial Skills: Trueborn half-elves can use the luck

roll ability when using the Diplomacy and Gather Information

skills. This is a free action that can be used a number of times

 per day equal to 2 + the trueborn half-elf’s Charisma modifier

(minimum of once per day).

  Natural Dream Weaving: Trueborn half-elves can use the luck

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roll ability when using the Dream Weaving skill in relation to

the element of air. This is a free action that can be used a number

of times per day equal to 1 + the trueborn half-elf’s Charisma

modifier (minimum of once per day).

   Dream Resistance: Trueborn half-elves lose their immunity

to sleep, but gain a +4 dream bonus to Will saves versus spells,

spell-like, supernatural spells and effects with the Dream

descriptor. See Chapter 4 and Appendix B for more details on the

Dream descriptor and how it relates to spells and effects. They

also can use the luck roll ability when making a saving throwversus dream descriptor spells. This is a free action that can be

used a number of times per day equal to 1 + the trueborn half-

elf’s Wisdom modifier (minimum of once per day).

  Improved Enchantment Resistance: Trueborn half-elves can

use the luck roll ability when making a saving throw versus

enchantment. This is a free action that can be used a number

of times per day equal to 1 + the trueborn half-elf’s Wisdom

modifier (minimum of once per day).

  Incredible Feats: Trueborn half-elves may gain temporary

access to any feat for which they meet the prerequisites. Trueborn

half-elves may only have one incredible feat at a time and access

to this feat only lasts for one round. This is a free action that can

 be used a number of times per day equal to 3 + the trueborn half-elf’s Charisma modifier (minimum of once per day).

   Improved Heroic Surge: Trueborn half-elves can use the

heroic surge ability a number of times per day equal to 1 + the

trueborn half-elf’s Charisma modifier (minimum of once per

day).

Trueborn Half-Orc Traits

 Aspect Level: Trueborn half-orcs gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn half-orcs normally take aspect

levels in one of the following aspects: aberrant (any), aligned

(chaotic), draconic (any), elemental-born (earth, fire), luminary

(shadowy, darkened), paragon (Strength, Constitution, Wisdom),terran (adamantine, bronze, iron) or totem (bat, lizard, rat, viper).

  Greater Strength: +2 Strength.

Greater Wisdom: +2 Wisdom.

  Improved Racial Skills: Trueborn half-orcs can use the luck

roll ability when using the Climb, Jump, Intimidate, and Swim

skills. This is a free action that can be used a number of times

 per day equal to 4 + the trueborn half-orc’s Strength modifier

(minimum of once per day).

  Incredible Feats: Trueborn half-orc may gain temporary

access to any feat for which they meet the prerequisites. Trueborn

half-orcs may only have one incredible feat at a time and access

to this feat only lasts for one round. This is a free action that can

 be used a number of times per day equal to 3 + the trueborn half-

orc’s Charisma modifier (minimum of once per day).

   Heroic Attack: Trueborn half-orcs can use the heroic surge

ability when using it to attack. This is a free action that can be

used a number of times per day equal to 3 + the trueborn half-

orc’s Strength modifier (minimum of once per day).

Trueborn Halfling Traits

 Aspect Level: Trueborn halflings gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn halflings normally take

aspect levels in one of the following aspects: aligned (any),

draconic (metallic [brass, copper]), elemental-born (air, water),

fey-blooded (any), green-heart (any), luminary (any), paragon

(Dexterity, Wisdom, Charisma).

  Greater Dexterity: +2 Dexterity.

Greater Wisdom: +2 Wisdom.

  Improved Racial Skill: Trueborn halflings can use the luck roll

ability when using the Climb, Jump, and Move Silently skills.

This is a free action that can be used a number of times per day

equal to 3 + the trueborn halfling’s Dexterity modifier (minimum

of once per day).  Natural Dream Weaving: Trueborn halflings can use the luck

roll ability when using the Dream Weaving skill in relation to the

element of water. This is a free action that can be used a number

of times per day equal to 1 + the trueborn half-elf’s Charisma

modifier (minimum of once per day).

  Improved Fear Resistance: Trueborn half-elves can use the

luck roll ability when making a saving throw versus fear. This is a

free action that can be used a number of times per day equal to 1

+ the trueborn half-elf’s Wisdom modifier (minimum of once per

day).

   Heroic Stride: Trueborn halflings can use the heroic surge

ability when using it to move. This is a free action that can

 be used a number of times per day equal to 1 + the truebornhalfling’s Dexterity modifier (minimum of once per day).

  Uncanny Throw: Trueborn halflings can make any small-sized

light weapons they wield into a thrown weapon with a range

increment of 10 feet. A light weapon that already has a range

increment increases its range increment by 5 feet. This is a free

action that can be used a number of times per day equal to 3 +

the trueborn halfling’s Dexterity modifier (minimum of once per

day).

Trueborn Human Traits

  Aspect Level: Trueborn humans gain an aspect level from

those listed later in this chapter. They must meet the requirements

for any aspect they take. Trueborn humans have no list of normalaspects as they are too varied in nature.

  Greater Physical Ability: +2 to Strength, Dexterity, or

Constitution.

Greater Mental Ability: +2 to Intelligence, Wisdom, or

Charisma.

  Improved Racial Skills: Trueborn Humans choose two skills.

Trueborn humans can use the luck roll ability when using the

chosen skills. This is a free action that can be used a number of

times per day equal to 2 + the trueborn human’s ability score

modifier that corresponds to key ability of the chosen skill

(minimum of once per day).

  Incredible Feats: Trueborn humans may gain temporary

access to any feat for which they meet the prerequisites. Trueborn

humans may only have one incredible feat at a time and access to

this feat only lasts for one round. This is a free action that can be

used a number of times per day equal to 3 + the trueborn human’s

Charisma modifier (minimum of once per day).

   Improved Heroic Surge: Trueborn humans can use the heroic

surge ability a number of times per day equal to 1 + the trueborn

human’s Charisma modifier (minimum of once

 per day).

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Alternative Trueborn Racial Dream Trait

Guidelines

The following is a guideline to determine the alternative

trueborn racial dream traits of creatures not found in the PHB

when not using the Dream Point System.

  Brainstorming Trueborn Racial Traits: Perhaps the most

difficult thing to do when determining trueborn racial traits for

creatures not covered in the PHB is to devise a list of racial

concepts that fit the race in question, but are not over poweredwhen compared to the trueborn racial traits presented in this

chapter. To help with this process use the alternative awakened

racial trait guidelines.

  Balancing the Trueborn Racial Traits: To help narrow things

down, use a credit system whereby 18 to 24 credits (usually 20)

are allotted to each race to help balance the race’s trueborn racial

abilities. Creatures with a level adjustment should increase the

credits allotted to them by 4 to 6 credits per +1 level adjustment.

These credits are spent according to the steps laid out in the

alternative awakened trait guidelines, but with the following

changes:

  Step #1 (Ability Scores): Look over the ability scores on the

list and determine one physical and one mental ability score that

are most essential to the race. Grant a +2 dream bonus to each

chosen ability score. For each +2 dream bonus to an ability score

subtract 3 credits. If the race chooses subtract an additional 2

credits.

  Step #5 (Other Racial Traits): If credits are still left over

and no other ability scores, skills, or saves seem appropriate for

enhancement, then consider the remainder of creature’s racial

traits and try to come up with an appropriately balanced concept

for an awakened trait, such as the incredible feat trait granted to

half-elves, half-orcs, and humans. For each racial trait expanded

upon subtract 2 to 10 credits depending upon the usefulness of

the ability.

Alternative Surreal Class Features

  This section presents an alternative rules set for surreal class

features. Using this option, characters can only use their surreal

class features a limited number of times per day. While the daily

allotment of surreal class features uses can supplant the Dream

Point System, employing both mechanics increases player

versatility by letting them expend dream points on dream actions

and feats. Although this allows for even more fantastic Dream

Plane campaigns, it adds a layer of complexity that some might

find is too much hassle when compared with the benefits.

Barbarian

  Feats of Fury (Ex): At 1st level, a barbarian may gain

temporary access to one of the following feats while raging:

Athletic, Dodge (Mobility, Spring Attack), Endurance (Diehard),

Great Fortitude, Improved Critical, Power

Attack (Cleave, Great Cleave, Improved Bull

Rush, Improved Overrun, Improved Sunder),

Skill Focus (climb, jump, or swim), Toughness,

or Weapon Focus (Greater Weapon Focus). A

 barbarian must meet the prerequisites of the feat in order to take

it and has access to it only for the duration of the barbarian’s

rage. A barbarian may only have one extra feat accessed during

each rage. This is a free action that can be used a number of

times per day equal to 3 + the barbarian’s Constitution modifier

(minimum of once per day).

At 12th level, a barbarian may gain access two feats of fury

while enraged.

  At 20th level, a barbarian may gain access three feats of fury

while enraged.  Incredible Rage (Ex): At 4th level, a barbarian may at

the time of raging to gain a +2 dream bonus to Strength and

Constitution and +1 dream bonus to Will saves that stacks with

the bonuses gained from raging. This is a free action.

  Dream Skill (Ex): At 8th level, a barbarian selects two

 barbarian class skills and gains a +5 dream bonus to checks with

those skills.

  At 16th level, a barbarian chooses two more barbarian class

skills for dream skill augmentation.

  Fantastic Damage Reduction (Ex): At 8th level, a barbarian

may gain a +2 dream bonus to their damage reduction for one

encounter. This is a free action that can be used a number of

times per day equal to 3 + the barbarian’s Constitution modifier(minimum of once per day).

At 16th level, a barbarian may gain a +5 dream bonus to their

damage reduction for one encounter. This is a free action that can

 be used a number of times per day equal to 1 + the barbarian’s

Constitution modifier (minimum of once per day).

  Deathless Rage (Su): At 12th level, a barbarian may, while

enraged, continue to fight even after he has gone below his death

threshold, which is equal to 0 – the barbarian’s effective character

level – his current Constitution score. He may only use this

ability if he has the Die Hard feat as one of his character feats

or has taken it as a feat of fury. If the barbarian is healed while

within a deathless rage to a point at which he is no longer below

his death threshold he retains the deathless rage until his rageruns out and so if he dips below his death threshold again he will

continue to act. If at the end of the deathless rage the barbarian

is still below his death threshold he dies, but if he is above his

death threshold he suffers the normal effects of whatever lethal

effects range he falls into (dying, disabled, act normally). The

 barbarian also is considered exhausted rather than fatigued after

his deathless rage. This is a free action.

  At 17th level, when a barbarian gains the tireless rage ability a

 barbarian who comes out of a deathless rage is only fatigued.

  Shared Rage (Su): At 20th level, a barbarian, once per day,

may surround himself with an aura of fury when he enters a rage.

Allies within 30 feet of the barbarian gain +4 to Strength, +4 to

Constitution, and a +2 morale bonus on Will saves, but suffer a

 –2 penalty to AC. While raging, allies cannot use any Charisma-

, Dexterity-, or Intelligence-based skills (except for Balance,

Escape Artist, Intimidate, and Ride), the Concentration skill,

or any abilities that require patience or concentration, nor can

they cast spells or activate magic items that require a command

word, a spell trigger (such as a wand), or spell completion (such

as a scroll) to function. They can use any feat they have except

Combat Expertise, item creation feats, and metamagic feats. The

rage lasts until the barbarian’s rage ends, although allies may

 prematurely end their rage. At the end of the rage, the barbarian’s

allies lose the rage modifiers and restrictions, but do not become

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fatigued. This is a free action.

Bards

  Feats of Reverie (Ex): At 1st level, a bard may gain

temporary access to one of the following feats while using one of

his bardic music abilities: Acrobatic, Agile, Deft Hands, Diligent,

Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, or

Skill Focus (any class skill). A bard must meet the prerequisites

of the feat in order to take it and has access to it only for theduration of the bard’s song. A bard can only have one extra feat

accessed during each use of the bardic music ability. This is a free

action that can be used a number of times per day equal to 3 + the

 bard’s Charisma modifier (minimum of once per day).

Spell Templates (Ex): At 1st level, a bard gains access to

one of the spell templates found in Chapter 4. Every four levels

thereafter, the bard gains access to another spell template. At

8th level and every fourth bard level thereafter (12th, 16th, and

20th), a bard may learn a new spell template in place of one he

already knows. In effect, the bard “loses” the old spell template in

exchange for a new one.

  The spell templates gained via this ability can only be applied

to bard spells.  Prolonged Inspiration (Su): At 4th level, a bard may prolong

the effects of his inspire music abilities after he stops singing by

an extra 5 rounds. This is a free action that can be used a number

of times per day equal to 3 + the bard’s Charisma modifier

(minimum of once per day).

Dream Skill (Ex): At 8th level, a bard selects three bard class

skills and gains a +5 dream bonus to checks with those skills.

At 16th level, a bard chooses three more bard class skills for

dream skill augmentation.

  Spell Song (Su): At 12th level, a bard may cast a spell

while using a bardic music ability. Spells that take longer than

a standard action to cast may not be affected by this ability.

This is a free action that can be used a number of times per day

equal to 3 + the bard’s Charisma modifier (minimum of once

 per day). This is a standard action, which includes continuing

concentration upon the bard’s bardic music ability.

  Harmonized Voice (Su): At 20th level, a bard may activate

two of his bardic music abilities at once. This is a standard action

that can be used a number of times per day equal to 3 + the bard’s

Charisma modifier (minimum of once per day).

Cleric

  Feats of Devotion (Ex): At 1st level, a cleric may gain

temporary access to one of the following feats for one encounter:Augment Summoning, Blind-Fight, Extra Turning, Great

Fortitude, Improved Counterspell, Improved Turning, Iron Will,

Skill Focus (any class skill), or Toughness. A cleric must meet

the prerequisites of the feat in order to take it and has access to

it only for the duration of the encounter. A cleric can only have

one extra feat accessed during each encounter. This is a free

action that can be used a number of times per day equal to 3 + the

cleric’s Wisdom modifier (minimum of once per day).

  Spell Templates (Ex): At 1st level, a cleric gains access to

two of the spell templates found in Chapter 4. Every four levels

thereafter the cleric gains access to two spell templates. At 8th

level and every fourth cleric level thereafter (12th, 16th, and

20th), a cleric may learn a new spell template in place of one he

already knows. In effect, the cleric “loses” the old spell template

in exchange for a new one.

  The spell templates gained via this ability can only be applied

to cleric spells.

  Intensify Turning or Rebuking Undead (Su): At 4th level,

a cleric may gain a +3 dream bonus to his turning check and an

extra 1d6 dream bonus to his turning damage roll versus undead.

This is a free action that can be used a number of times per dayequal to 3 + the cleric’s Wisdom modifier (minimum of once per

day).

Dream Skill (Ex): At 8th level, a cleric selects one cleric class

skill and gains a +5 dream bonus to checks with that skill.

  At 16th level, a cleric chooses one more cleric class skill for

dream skill augmentation.

  Domain Substitution (Su): At 12th level, a cleric may switch

a prepared domain spell with another domain spell of the same

or lower level. A cleric can channel stored spell energy into a

domain spell that he has not prepared ahead of time. He can

“lose” a prepared domain spell slot to cast a domain spell from

the other domain of the same level or lower. Note that this ability

only affects the domain spell slot and cannot be used in regardsto a cleric’s normal spell slots. This is a free action that can be

used a number of times per day equal to 3 + the cleric’s Wisdom

modifier (minimum of once per day). This is part of the action of

casting a spell.

  At 20th level, a cleric may spontaneously cast a domain spell

using his normal prepared spells. A cleric can channel stored spel

energy into a domain spell that he has not prepared ahead of time

He can “lose” a prepared spell slot (even a non-domain spell slot)

to cast a domain spell of the same level or lower. Note that this

ability only affects the domain spell slot and cannot be used in

regards to a cleric’s normal spell slots. This is a free action that

can be used a number of times per day equal to 3 + the cleric’s

Wisdom modifier (minimum of once per day). This is part of theaction of casting a spell.

Druid

  Feats of Nature (Ex): At 1st level, a cleric may gain

temporary access to one of the following feats for one encounter:

Alertness, Animal Affinity, Augment Summoning, Great

Fortitude, Iron Will, Natural Spell, Self-Sufficient, Skill Focus

(any class skill), Toughness, or Track. A cleric must meet the

 prerequisites of the feat in order to take it and has access to it

only for the duration of the encounter. A druid can only have one

extra feat accessed during each encounter. This is a free actionthat can be used a number of times per day equal to 3 + the

druid’s Wisdom modifier (minimum of once per day).

Spell Templates (Ex): At 1st level, a druid gains access to

two of the spell templates found in Chapter 4. Every four levels

thereafter the druid gains access to two spell templates. At 8th

level and every fourth druid level thereafter (12th, 16th, and

20th), a druid may learn a new spell template in place of one he

already knows. In effect, the druid “loses” the old

spell template in exchange for a new one.

  The spell templates gained via this ability can

only be applied to druid spells.

  Augment Companion (Su): At 4th level,

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a druid may grant their animal companion a +2 dream bonus

to Strength and Constitution and a +2 dream bonus to natural

armor or a +2 dream bonus to Dexterity and Wisdom and a +10

dream bonus to its base speed for one encounter. This is a free

action that can be used a number of times per day equal to 3 + the

druid’s Wisdom modifier (minimum of once per day).

Dream Skill (Ex): At 8th level, a druid selects two druid class

skills and gains a +5 dream bonus to checks with those skills.

  At 16th level, a druid chooses two more druid class skills for

dream skill augmentation.  Fantastic Wild Shape (Su): At 12th level, a druid may use his

normal wild shape ability to not only turn into another creature,

 but also gain a +4 dream bonus to Strength and Constitution

and a +4 dream bonus to natural armor or a +4 dream bonus to

Dexterity and Wisdom and a +20 dream bonus to his base speed

for one encounter. This is a free action that can be used a number

of times per day equal to 3 + the druid’s Wisdom modifier

(minimum of once per day). This uses one of the wild shape uses

 per day and is a standard action. The druid returns to his normal

form at the end of the encounter.

  At 20th level, a druid may, once per day, use his normal wild

 shape ability to not only turn into another creature, but also

gain a +4 dream bonus to Strength, Dexterity, Constitution, andWisdom, a +4 dream bonus to natural armor, and a +20 dream

 bonus to his base speed for one encounter. This uses one of

the wild shape uses per day and is a standard action. The druid

returns to his normal form at the end of the encounter.

Animal Companions

  Animal companions have a wide range of abilities that they

gain while within the Dream Plane. Use the base statistics for the

animal companion of the druid or ranger’s level, but make the

following changes.

  Racial Dream Traits: Animal companions would gain

racial dream traits depending upon the druid’s dreamer trait.

Slumbering druids have slumbering animal companions, which

normally do not gain any racial dream traits, while awakened

druids have awakened animal companions with awakened racial

traits (see Awakened Racial Trait Guidelines in this chapter

for more details). Corporeal druids have corporeal animal

companions, which normally do not gain any racial dream traits.

Finally, trueborn druids have either awakened or progeny animal

companions depending upon which is present within a Dream

Plane. If the trueborn druid has a progeny animal companion they

gain the progeny racial dream traits (see Progeny Template in this

chapter and Appendix B for more details).

An animal companion has its own pool of dream points basedupon it Hit Dice and the druid’s dreamer type.

Ranger animal companions use the ranger’s dreamer type.

  Share Feats (Ex): At the druid’s option, he may have any

feat he gains through the feats of nature surreal class feature

also affect his animal companion. The druid’s companion must

 be within 5 feet of him at the time of the druid taking the feat of

nature to receive the benefit. The feat stops affecting the animal

companion if it moves farther than 5 feet away

and will not affect the animal again, even if

it returns to the druid before the encounter

expires.

  Ranger animal companions also gain this

ability, but in regards to the ranger’s feats of survival surreal class

feature.

  Extend Shared Range (Su): An animal companion may

extend the range for the share spells and share feats animal

companion abilities by 5 feet. This is a free action that can be

used a number of times per day equal to 3 + the companion’s

Wisdom modifier (minimum of once per day).

  When a druid reaches 16th level, his animal companion can

extend the range for the share spells and share feats animal

companion abilities by 15 feet. This is a free action that can beused a number of times per day equal to 1 + the companion’s

Wisdom modifier (minimum of once per day).

  Fantastic Devotion: When a druid reaches 8th level, his

animal companion may use the luck roll ability when making a

saving throw versus enchantment. This is a free action that can

 be used a number of times per day equal to 1 + the companion’s

Wisdom modifier (minimum of once per day).

  Surreal Evasion: When a druid reaches 16th level, his animal

companion may use the luck roll ability when making a Reflex

saving throw. This is a free action that can be used a number of

times per day equal to 1 + the companion’s Wisdom modifier

(minimum of once per day).

Fighter 

  Feats of Battle (Ex): At 1st level, a fighter may gain

temporary access to one of the fighter bonus feats he does not

currently have. This ability can also be used to gain access to the

Endurance, Die Hard, Great Fortitude, Skill Focus (for any class

skill), or Toughness feats. A fighter must meet the prerequisites of

the feat in order to use it and its effects last only for the duration

of one encounter. A fighter can only access one extra feat per

encounter. This is a free action that can be used a number of times

 per day equal to 3 + the fighter’s Strength modifier (minimum of

once per day).

At 12th level, a fighter may gain access two feats of battle per

encounter.

  At 20th level, a fighter may gain access three feats of battle

 per encounter.

  Heroic Attack (Ex): At 4th level, a fighter may use the heroic

surge ability when using it to attack. This is a free action that

can be used a number of times per day equal to 3 + the fighter’s

Strength modifier (minimum of once per day).

  Dream Skill (Ex): At 8th level, a fighter selects one fighter

class skill and gains a +5 dream bonus to checks with that skill.

  At 16th level, a fighter chooses one more fighter class skill for

dream skill augmentation.

  Weapon Mastery (Ex): At 8th level, a fighter may re-roll onemelee or ranged damage roll each round for one encounter. The

fighter takes the better of the two results. This is a free action that

can be used a number of times per day equal to 3 + the fighter’s

Strength modifier (minimum of once per day).

Paragon of Martial Prowess (Ex): At 16th level, a

fighter may gain a +4 dream bonus to Strength, Dexterity, and

Constitution, and a +4 dream bonus to natural armor for one

encounter. This is a free action that can be used a number of times

 per day equal to 1 + the fighter’s Strength modifier (minimum of

once per day).

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Monk 

  Feats of Focus (Ex): At 1st level, a monk may gain

temporary access to one of the following feats for one encounter:

Acrobatic, Agile, Alertness, Athletic, Blind-fight, Combat

Expertise (Improved Disarm, Improved Feint, Improved Trip,

Whirlwind Attack), Combat Reflexes, Deflect Arrows, Dodge

(Mobility, Spring Attack), Endurance (Die Hard), Exotic Weapon

Proficiency, Great Fortitude, Improved Critical, Improved

Grapple, Improved Initiative, Iron Will, Lightning Reflexes, Negotiator, Quick Draw, Run, Snatch Arrows, Stealthy, Stunning

Fist, Toughness, Weapon Focus (Greater Weapon Focus). In

order to access a feat of centering, a monk must first meet

its prerequisites. A monk can only access one extra feat per

encounter. This is a free action that can be used a number of times

 per day equal to 3 + the monk’s Wisdom modifier (minimum of

once per day).

  At 12th level, a monk may gain access two feats of focus per

encounter.

  At 20th level, a monk may gain access three feats of focus per

encounter.

  Heroic Speed (Ex): At 4th level, a monk may use the heroic

surge ability when using it to move. This is a free action thatcan be used a number of times per day equal to 3 + the monk’s

Dexterity modifier (minimum of once per day).

  Dream Skill (Ex): At 8th level, a monk selects two monk

class skills and gains a +5 dream bonus to checks with that skill.

  At 16th level, a monk chooses two more monk class skills for

dream skill augmentation.

  Fantastic Ki Strike (Ex): At 8th level, a monk may treat his

unarmed attacks count as cold iron or silver weapons for purposes

of dealing damage to creatures with damage reduction for one

encounter. In addition, a monk may treat his unarmed attacks as

good weapons if he is a good monk or evil weapons if he is an

evil monk. A neutral monk must choose whether he can make his

unarmed attacks into good or evil weapons with this ability. Once

a monk makes this choice it cannot be reversed. This is a free

action that can be used a number of times per day equal to 3 + the

monk’s Wisdom modifier (minimum of once per day).

  Paragon of Unparalleled Focus (Su): At 16th level, a monk

may gain a +4 dream bonus to Strength, Dexterity, and Wisdom,

and +4 dream bonus to attack rolls for one encounter. This is a

free action that can be used a number of times per day equal to 1

+ the fighter’s Strength modifier (minimum of once per day).

Paladin

  Feats of Zeal (Ex): At 1st level, a paladin may gain temporaryaccess to one of the following feats for one encounter: Animal

Affinity, Blind-Fight, Endurance (Diehard), Extra Turning, Great

Fortitude, Improved Critical, Improved Shield Bash, Improved

Turning, Iron Will, Lightning Reflexes, Mounted Combat

(Mounted Archery, Ride-By Attack, Spirited Charge, Trample),

 Negotiator, Power Attack (Cleave, Great Cleave, Improved Bull

Rush, Improved Overrun, Improved Sunder), Skill Focus (any

class skill), Toughness, Weapon Focus (Greater Weapon Focus).

A paladin must meet the prerequisites of the feat in order to take

it and has access to it only for the duration of the encounter.

A paladin can only have one extra feat accessed during each

encounter. This is a free action that can be used a number of times

 per day equal to 3 + the paladin’s Charisma modifier (minimum

of once per day).

  Blessed Touch (Su): At 4th level, a paladin may treat any

weapon he uses as if it has been blessed (as per the bless weapon 

spell) for one encounter. This is a free action that can be used

a number of times per day equal to 3 + the paladin’s Charisma

modifier (minimum of once per day).

  Spell Templates (Ex): At 4th level, a paladin gains access to

one of the spell templates found in Chapter 4. Every four levelsthereafter the paladin gains access to one spell template. At 12th

level and every fourth paladin level thereafter (16th and 20th), a

 paladin may learn a new spell template in place of one he already

knows. In effect, the paladin “loses” the old spell template in

exchange for a new one.

  The spell templates gained via this ability can only be applied

to paladin spells.

  Dream Skill (Ex): At 8th level, a paladin selects one paladin

class skill and gains a +5 dream bonus to checks with that skill.

  At 16th level, a paladin chooses one more paladin class skill

for dream skill augmentation.

  Remove Nightmarish Effect (Sp): At 12th level, a paladin

may when using his remove disease spell-like ability to mimicany of the following spells: remove blindness/deafness, remove

curse, remove disease, remove fear , or remove paralysis. This is

a free action that can be used a number of times per day equal to

3 + the paladin’s Charisma modifier (minimum of once per day).

This is a standard action that uses one of the paladin’s weekly

uses of the remove disease spell-like ability.

  Shared Blessing (Su): At 20th level, a paladin, once per day,

may surround himself with an aura of blessing for one encounter.

Allies within 30 feet of the paladin gain a dream bonus to saving

throws equal to the paladin’s Charisma modifier and become

immune to fear and disease.

The Paladin’s Mount

  The paladin’s mount has a wide range of abilities that it gains

while within the Dream Plane. Use the base statistics for the

mount of the paladin’s level, but make the following changes.

  Racial Dream Traits: Paladin mounts would gain racial

dream traits depending upon the paladin’s dreamer trait.

Slumbering paladins have slumbering mounts, which normally

do not gain any racial dream traits, while awakened paladins have

awakened mounts with awakened racial traits (see Awakened

Racial Trait Guidelines in this chapter for more details).

Corporeal paladins have corporeal mounts, which normally do

not gain any racial dream traits. Finally, trueborn paladins haveeither awakened or progeny mounts depending upon which

is present within a Dream Plane. If the trueborn paladin has a

 progeny mount they gain the progeny racial dream traits (see

Progeny Template in this chapter and Appendix B for more

details).

A paladin’s mount has its own pool of dream points based

upon it Hit Dice and the paladin’s dreamer type.

Share Feats (Ex): At the paladin’s option, he

may have any feat he gains through the feats of

zeal surreal class feature also affect his mount.

The paladin’s mount must be within 5 feet of

him at the time of the paladin taking the feat of

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zeal to receive the benefit. The feat stops affecting the paladin’s

mount if it moves farther than 5 feet away and will not affect the

mount again, even if it returns to the paladin before the encounter

expires.

  Extend Shared Range (Su): A paladin’s mount may extend

the range for the share spells and share feats paladin’s mount

abilities by 5 feet. This is a free action that can be used a number

of times per day equal to 3 + the mount’s Wisdom modifier

(minimum of once per day).

  When a paladin reaches 16th level, his mount may extendthe range for the share spells and share feats animal companion

abilities by 15 feet. This is a free action that can be used a

number of times per day equal to 1 + the mount’s Wisdom

modifier (minimum of once per day).

  Blessed Mount: When a paladin reaches 8th level, his mount

may treat its natural weapons as if they have been blessed (as per

the bless weapon spell) for one encounter. This is a free action

that can be used a number of times per day equal to 1 + the

mount’s Wisdom modifier (minimum of once per day).

  Surreal Evasion: When a paladin reaches 8th level, his mount

may use the luck roll ability when making a Reflex saving throw.

This is a free action that can be used a number of times per day

equal to 1 + the mount’s Wisdom modifier (minimum of once perday).

  Uncanny Spell Resistance: When a paladin reaches 16th

level, his mount may gain a +2 dream bonus to spell resistance

for one encounter. This is a free action that can be used a number

of times per day equal to 1 + the mount’s Wisdom modifier

(minimum of once per day).

Ranger 

  Feats of Survival (Ex): At 1st level, a ranger may gain

temporary access to one of the following feats for one encounter:

Alertness, Animal Affinity, Athletic, Blind-Fight, Endurance

(Diehard), Great Fortitude, Lightning Reflexes, Negotiator, Point

Blank Shot (Far Shot, Precise Shot, Rapid Shot, Manyshot, Shot

on the Run, Improved Precise Shot), Run, Self-Sufficient, Skill

Focus (any class skill), Stealthy, or Two Weapon Fighting (Two-

Weapon Defense, Improved Two-Weapon Fighting, Greater

Two-Weapon Fighting). A ranger must meet the prerequisites

of the feat in order to take it and has access to it only for the

duration of the encounter. A ranger can only have one extra feat

accessed during each encounter. This is a free action that can be

used a number of times per day equal to 3 + the ranger’s Wisdom

modifier (minimum of once per day).

  Terrain Mastery (Ex): At 4th level, a ranger may gain a +2

dream bonus to Hide, Move Silently, Spot, and Survival skillchecks when using these skills while within a particular type of

terrain (aquatic, desert, forest, hills, marsh, mountains, plains, or

underground). The effects of this ability last for one hour. This is

a free action that can be used a number of times per day equal to

3 + the ranger’s Wisdom modifier (minimum of once per day).

  At 12th level, a ranger may gain a +10 feet dream bonus to

movement and a +2 dream bonus to attack and damage rolls

made within the chosen terrain type (desert,

forest, hills, marsh, mountains, plains, or

underground). The effects of this ability last for

one encounter. This is a free action that can be

used a number of times per day equal to 1 + the

ranger’s Wisdom modifier (minimum of once per day).

  Spell Templates (Ex): At 4th level, a ranger gains access to

one of the spell templates found in Chapter 4. Every four levels

thereafter the ranger gains access to one spell template. At 12th

level and every fourth ranger level thereafter (16th and 20th), a

ranger may learn a new spell template in place of one he already

knows. In effect, the ranger “loses” the old spell template in

exchange for a new one.

  The spell templates gained via this ability can only be applied

to paladin spells.  Dream Skill (Ex): At 8th level, a ranger selects three ranger

class skills and gains a +5 dream bonus to checks with those

skills.

  At 16th level, a ranger chooses three more ranger class skills

for dream skill augmentation.

  Shared Hatred (Su): At 20th level, a ranger, once per day,

may surround himself with an aura of anger for one encounter.

Allies within 30 feet of the ranger gain a dream bonus to attack

and damage rolls versus the ranger’s favorite enemies equal to

what the ranger gains from his favored enemy ability. This is a

free action.

Rogue

  Feats of Daring-Do (Ex): At 1st level, a rogue may gain

temporary access to one of the following feats for one encounter:

Acrobatic, Agile, Alertness, Athletic, Combat Expertise

(Improved Disarm, Improved Feint, Improved Trip, Whirlwind

Attack), Combat Reflexes, Dodge (Mobility, Spring Attack),

Improved Critical, Improved Initiative, Investigator, Lightning

Reflexes, Negotiator, Nimble Fingers, Persuasive, Quick Draw,

Skill Focus (any class skill), Stealthy, Weapon Finesse. A rogue

must meet the prerequisites of the feat in order to access it. A

rogue can only access one feat of daring-do per encounter. This is

a free action that can be used a number of times per day equal to

3 + the rogue’s Dexterity modifier (minimum of once per day).

  At 12th level, a rogue may gain access two feats of daring-do

 per encounter.

  At 20th level, a rogue may gain access three feats of daring-do

 per encounter.

  Impromptu Sneak Attack (Ex): At 4th level, a rogue may

declare one melee or ranged attack he makes to be a sneak attack

(the target can be no more than 30-feet distant if the impromptu

sneak attack is a ranged attack). The target of the impromptu

sneak attack loses any Dexterity bonus to AC, but only against

that attack. This is a free action that can be used a number

of times per day equal to 3 + the rogue’s Dexterity modifier

(minimum of once per day).  Dream Skill (Ex): At 8th level, a rogue selects four rogue

class skills and gains a +5 dream bonus to checks with those

skills.

  At 16th level, a rogue chooses four more rogue class skills for

dream skill augmentation.

  Surreal Special Abilities (Ex): At 12th level, a rogue may

gain an extra special ability for one encounter. This is a free

action that can be used a number of times per day equal to 3 + the

rogue’s Dexterity modifier (minimum of once per day).

  At 16th level, a rogue may gain access two special abilities per

encounter.

  At 20th level, a rogue may gain access three special abilities

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 per encounter.

Sorcerer 

  Feats of Sorcery (Ex): At 1st level, a sorcerer may gain

temporary access to one of the Metamagic feats he does not

currently have. This ability can also be used to gain access to the

Augment Summoning, Combat Casting, Improved Counterspell,

Iron Will, Skill Focus (for any class skill), Spell Focus (Greater

Spell Focus), or Spell Penetration (Greater Spell Penetration).A sorcerer must meet the prerequisites of the feat in order to use

it and its effects last only for the duration of one encounter. A

sorcerer can only access one extra feat per encounter. This is a

free action that can be used a number of times per day equal to 3

+ the sorcerer’s Charisma modifier (minimum of once per day).

  At 12th level, a sorcerer may gain access two feats of sorcery

 per encounter.

  At 20th level, a sorcerer may gain access three feats of sorcery

 per encounter.

  Spell Templates (Ex): At 1st level, a sorcerer gains access to

two of the spell templates found in Chapter 4. Every four levels

thereafter the sorcerer gains access to two spell templates. At 8th

level and every fourth sorcerer level thereafter (12th, 16th, and20th), a sorcerer may learn a new spell template in place of one

he already knows. In effect, the sorcerer “loses” the old spell

template in exchange for a new one.

  The spell templates gained via this ability can only be applied

to sorcerer spells.

  Dream Skill (Ex): At 8th level, a sorcerer selects one sorcerer

class skill and gains a +5 dream bonus to checks with that skill.

  At 16th level, a sorcerer chooses one more sorcerer class skill

for dream skill augmentation.

  Spontaneous Insight (Su): At 8th level, a sorcerer can cast

a spell on the sorcerer spell list that they do not know. This can

 be used on a number of spell slots equal to 3 + the sorcerer’s

Charisma modifier (minimum of once per day). This is part of the

action of casting a spell.

  Paragon of Magical Persona (Su): At 16th level, a sorcerer

may gain a +6 dream bonus to Charisma and a spell resistance

equal to 10 + half the sorcerer’s level + the sorcerer’s Charisma

modifier (a sorcerer who already has spell resistance may

increases his spell resistance by 5 if that would grant him a higher

spell resistance) for one encounter. This is a free action that can

 be used a number of times per day equal to 1 + the sorcerer’s

Charisma modifier (minimum of once per day).

Familiars

  Familiars have a wide range of abilities that they gain while

within the Dream Plane. Use the base statistics for the familiar of

the sorcerer or wizard’s level, but make the following changes.

  Racial Dream Traits: Spellcaster familiars would gain

racial dream traits depending upon the spellcaster’s dreamer

trait. Slumbering spellcasters have slumbering familiars, which

normally do not gain any racial dream traits, while awakened

spellcasters have awakened familiars with awakened racial traits

(see Awakened Racial Trait Guidelines in this chapter for more

details). Corporeal spellcasters have corporeal familiars, which

normally do not gain any racial dream traits. Finally, trueborn

spellcasters have either awakened or progeny familiars depending

upon which is present within a Dream Plane. If the trueborn

spellcaster has a progeny familiar they gain the progeny racial

dream traits (see Progeny Template in this chapter and Appendix

B for more details).

A spellcaster’s familiar has its own pool of dream points based

upon it Hit Dice and the spellcaster’s dreamer type.

  Fantastic Senses: A spellcaster’s familiar can use the luck

roll ability when making Listen or Spot checks. This is a free

action that can be used a number of times per day equal to 2 + thefamiliar’s Wisdom modifier (minimum of once per day).

  Extend Shared Spell Range (Su): A spellcaster’s familiar

can expend 5 dream points to extend the range for the share spells

familiar ability by 5 feet. This is a free action that can be used

a number of times per day equal to 3 + the familiar’s Wisdom

modifier (minimum of once per day).

  When a spellcaster reaches 8th level, his familiar can expend

20 dream points to extend the range for the share spells ability by

15 feet. This is a free action that can be used a number of times

 per day equal to 2 + the familiar’s Wisdom modifier (minimum o

once per day).

  When a spellcaster reaches 16th level, his familiar can expend

50 dream points to extend the range for the share spells ability by25 feet. This is a free action that can be used a number of times

 per day equal to 1 + the familiar’s Wisdom modifier (minimum o

once per day).

  Surreal Evasion: When a spellcaster reaches 8th level, his

familiar only has to expend 15 dream points to use the luck roll

ability when making a Reflex saving throw. This is a free action

that can be used a number of times per day equal to 1 + the

familiar’s Wisdom modifier (minimum of once per day).

  Uncanny Spell Resistance: When a spellcaster reaches 16th

level, his familiar can expend 30 dream points to gain a +2 dream

 bonus to spell resistance for one encounter. This is a free action

that can be used a number of times per day equal to 1 + the

familiar’s Wisdom modifier (minimum of once per day).

Wizard

  Wizards are capable of many exploits within their magical

fields of study while within the Dream Plane. They have an

inherent mastery over magic and are the perfect exemplars of

magical knowledge.

  Feats of Wizardry (Ex): At 1st level, a wizard may gain

temporary access to one of the wizard bonus feats he does not

currently have. This ability can also be used to gain access to the

Augment Summoning, Combat Casting, Improved Counterspell,Iron Will, Skill Focus (for any class skill), Spell Focus (Greater

Spell Focus), or Spell Penetration (Greater Spell Penetration).

A wizard must meet the prerequisites of the feat in order to use

it and its effects last only for the duration of one encounter. A

wizard can only access one extra feat per encounter. This is a free

action that can be used a number of times per day equal to 3 + the

wizard’s Intelligence modifier (minimum of once per day).

  At 12th level, a wizard may gain access two

feats of wizardry per encounter.

  At 20th level, a wizard may gain access three

feats of wizardry per encounter.

  Spell Templates (Ex): At 1st level, a wizard

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gains access to two of the spell templates found in Chapter 4.

Every four levels thereafter the wizard gains access to two spell

templates. At 8th level and every fourth wizard level thereafter

(12th, 16th, and 20th), a wizard may learn a new spell template in

 place of one he already knows. In effect, the wizard “loses” the

old spell template in exchange for a new one.

  The spell templates gained via this ability can only be applied

to wizard spells.

  Dream Skill (Ex): At 8th level, a wizard selects one wizard

class skill and gains a +5 dream bonus to checks with that skill.  At 16th level, a wizard chooses one more wizard class skill for

dream skill augmentation.

  Inherent Mastery (Su): At 8th level, a wizard may prepare

a spell on the wizard’s spell list that he does not have in his spell

 book. This can also be used to prepare spells that the wizards

does not have spell mastery of when he does not his access to his

spell book. This can be used on a number of spell slots equal to 3

+ the wizard’s Intelligence modifier (minimum of once per day).

This is part of the action of preparing a spell.

  Paragon of Magical Knowledge (Su): At 16th level, a wizard

may gain a +6 dream bonus to Intelligence and a spell resistance

equal to 10 + half the wizard’s level + the wizard’s Intelligence

modifier (a wizard who already has spell resistance may increaseshis spell resistance by 5 if that would grant him a higher spell

resistance) for one encounter. This is a free action that can

 be used a number of times per day equal to 1 + the wizard’s

Intelligence modifier (minimum of once per day).

School Specialization

  Specialist wizards have an intricate knowledge and connection

to their chosen school in the Dream Plane. Their more focused

relationship allows them to modify spells from their school to a

greater degree and grants a more pronounced mastery of spells

from their chosen school.

  Feats of Wizardry (Ex): A specialist wizard has an additional

use per day for this class feature, but it can only be used to

modify a spell associated with his chosen school.

  Spell Templates (Ex): A specialist wizard gains access to

three of the spell templates found in Chapter 4. Every four levels

thereafter the wizard gains access to three spell templates. At 8th

level and every fourth wizard level thereafter (12th, 16th, and

20th), a wizard may learn a new spell template in place of one he

already knows. In effect, the wizard “loses” the old spell template

in exchange for a new one.

  The spell templates gained via this ability can only be applied

to wizard spells of the specialist wizard’s chosen school.  Inherent Mastery (Su): Specialist wizards may prepare a

spell on the wizard’s spell list that belongs to his chosen school

that he does not have in his spell book. This can also be used to

 prepare spells that the wizards does not have spell mastery of

when he does not his access to his spell book. This can be used

on a number of spell slots equal to 6 + the wizard’s Intelligence

modifier (minimum of once per day). This is part

of the action of preparing a spell.

Surreal Class Feature Guidelines

  At some point in a campaign, both players and GMs may

decide they need to create surreal class features for new, variant,

or prestige classes beyond the core classes covered in this

chapter. This sidebar provides a guideline for determining the

surreal class features beyond the eleven core classes of the PHB,

and can also be used to alter the class features presented above to

fit different campaign settings.

  Brainstorming Surreal Class Features: Perhaps the mostdifficult thing to do when determining surreal class features for a

class not covered in the PHB, is to devise a list of concepts that

fit the class in question, but are not over powered when compared

to the surreal class features presented in this chapter. To help with

this process the following guidelines have been provided:

  Guideline #1: Keep the surreal class features simple and

uniform.

  Guideline #2: Note whether the class is a spellcasting or non-

spellcasting class.

  Guideline #3: Make a list of feats that are reflective of some

aspect of the class.

  Guideline #4: Note how many skill points the class gains.

  Guideline #5: If the class has any other class features thatmight be appropriate to expound upon with a surreal class

feature, list them.

  Balancing the Surreal Class Features: To help narrow

things down, use a credit system whereby a number of credits

are allotted to each class to help balance the class’s surreal class

features. The number of credits allotted should equal the one and

a half times the number of levels the class has, so a 20 level new

or variant class would have about 30 credits and a 5 level prestige

class would have around 7 or 8 credits. These credits are spent

according to the following steps and in order:

  Step #1: (Spell Templates): A spellcasting class gains a

number of spell templates depending upon its spell progression.

There are three types of spell progressions: good, average, and

 poor. Clerics, druids, sorcerers, wizards and prestige classes that

gain a spells per day increase every level have good progression

and gain two spell templates at 1st level and two more every four

levels thereafter. Bards and prestige classes that gain a spells

 per day increase every other level have average progression and

gain one spell template at 1st level and one more every four

levels thereafter. Paladins, rangers, and prestige classes that gain

a spells per day increase every three or more levels have poor

 progression and gain one spell template at 4th level and one more

every four levels thereafter. For each spell template a class gains

subtract 1 credit.

  Step #2 (Dream Feats): Take the list of feats that reflect theconcepts of the class and narrow them down to fit a particular

theme. Compared to non-spellcasters, spellcasters have limited

number of feats they can choose from. Use the chart below to

determine the base number of temporary dream feats for a new

surreal class.

Table A.1: Spellcasters and Dream Feats

Spellcaster Progression Base # of Dream Feats Non-spellcasters 35Poor 30Average 25Good 20

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  There are of course exceptions to this rule (like the barbarian),

 but such exceptions should affect the amount of credits the dream

feats surreal class feature requires and should then be used for

other surreal class features.

Once you have a set list, determine if the feats should be

linked to the activation of a particular class feature (such as

the barbarian’s rage or bard’s bardic music), or if they can be

activated as a player desires. Note that if the feat’s duration is

linked to a class feature, it must be accessible at the class’s 1st

level since this is when a class first gains access to the dream featability. For every 5 feats a class can access via this ability (the

Skill Focus feat counts as a number of feats equal to the number

that appear on its class skill list), subtract 1 credit. If the dream

feat ability is linked to a particular class feature, lessen the cost

 by 1 credit. If the class gains access to more dream feats via the

ability at the 12th and 20th levels, the credit cost is increased by

3 credits if it is linked to a class feature and 5 credits if it can be

activated at any time.

  Step #3 (Dream Skills): This ability is pretty straightforward

as the class gains a number of dream skills equal to half his skill

 points at both 8th and 16th level. For each dream skill a class

gains, subtract 1 credit.

  Step #4 (Dream Class Features): Look over the class featuresand try to come up with an appropriately balanced concept for

a surreal class feature, such as the cleric’s serendipitous healing

or harming or the paladin’s remove nightmarish effect. For each

surreal class feature expanded upon, subtract 2 to 6 credits.

Tip: Prestige class abilities, and monstrous special attacks

and qualities are all good places to look for inspiration for these

additional surreal class features.

Alternative Skill Rules

  This section presents an alternative rules set for modifying

Dream Plane skill checks and should be used when GMs are not

using the Dream Point System.

Variant #1: Dream Bonus Pool

  Each character receives a +1 dream bonus pool equal to 10 x

their effective character level. This modifier pool can be used to

modify class skill checks on a one-for-one basis and cross-class

skills at a two-for-one ratio. A character can grant a dream bonus

to his class skill checks up to twice his level or to cross-class

skills equal to his level. The +1 dream bonuses are spent before a

character makes a skill check. For example a 5th-level character

has a +1 dream bonus modifier pool of +50 and can add up to +10

to any class skill check or +5 to a cross-class skill check (at the

cost of +10 from his dream bonus pool).

Variant #2: Level Bonus

  Each character receives a level bonus to all his class skillchecks equal to one + half his effective character level or for

cross-class skill checks equal to one-fourth his effective character

level. For example, a 5th-level character would have a +3 level

 bonus to all class skill checks and +1 level bonus to all cross-

class skill checks.

Alternative Craft Skill DCs

If not using the Dream Point System, ignore the DP cost for all

items and add +10 to the Craft DC to create a temporary item as a

full-round action. If creating a permanent item add +30 to the DC

if it is being created as a full-round action (This includes the +10DC for making items permanent).

Alternative Feats Rules

  If a GM is not using the dream point system, then the

following guidelines should be used to determine how often

the dream benefits of feats can be used. Another option is to

use alternative feat rules in conjunction with the Dream Point

System. This increases player versatility by allowing players to

expend dream points on other actions. The following table lists

the conversion from dream point activation cost to times per day

for the use of the dream benefits of a feat.

Table A.2: Dream Benefit Conversion

Dream Point Activation

Cost

Uses per Day

2 dream points Equal to your level5 dream points 1 + half your level10 dream points 1 + one-quarter your level

  Item Creation Feats: The creation of dream

abilities for magic items is the same except there

is no dream point cost associated with creation.

Instead, whenever a character activates the dream

ability of a magic item he suffers an amount of

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nonlethal damage equal to the dream point activation cost.

  For example: An 18th-level sorcerer who creates a rod of

enlarge metamagic can give it a lesser empower metamagic

dream special ability. The rod of enlarge metamagic would

normally cost 11,000 gold and 440 XP, but with the addition of

the lesser empower metamagic dream special ability the creation

costs an additional 2,250 gold (9,000/4) and 90 XP for a total of

13,250 gold and 530 XP.

Thus the sorcerer or anyone else who knows the rod’s dream

ability can use a free action and suffer 9 points of nonlethaldamage to make the rod of enlarge metamagic into a rod of lesser

empower metamagic for one minute. If he uses the rod of lesser

empower metamagic’s special ability, then that use counts against

the normal three times per day use limitation on metamagic rods.

  Feats with Dream Point Ranges: Some feats allow for a

range of dream points to be expended upon them, treat such

dream benefits as if 10 dream points have been expended upon

them. In addition, give them the times per day entry for a dream

 benefit that costs 10 dream points to activate. For example, a

character with the Great Fortitude feat under the Dream Point

rules can expend 2 dream points to grant a +1 dream bonus to

a Fortitude saving throw as a reaction for one save. This means

that for the purposes of the dream benefit for the Great Fortitudefeat under these alternative feat rules, a character would be able

to gain a +5 dream bonus to their Fortitude saving throw for

one save a number of times per day equal to 1 + one-quarter his

character level.

  Feats with more than one dream benefit allow the character to

use either one and each use has an independent number of times

 per day it can be activated, as per the above conversion table

Alternative Spell Template Rules

  If a GM is not using the Dream Point System, then the

following guidelines should be used to determine how often

spell templates can be used. GMs should feel free to use these

alternative spell template rules in conjunction with the Dream

Point System in order to allow players to expend their dream

 points on other actions, though doing so would require additional

abilities for non-spellcasting classes and would require a bit more

work on the GMs part. The following table lists the number oftimes per day each spell template can be used.

Table A.3: Spell Template Uses per Day

Spell Template1 Uses per DayBitter 4Corrosive 2Countering 4Darkened2 4Dazing 2Discerning2 4Disconsolate 2Disrupting 6Exultant 2Fascinating 6Fevered2 4Flare 4Focused (School)3 2

Frightful 2Frostbitten 4Ghost touched 6Heartening2 2Intensify (energy)4 4Linked2 2Lucky 4Luminous2 2

 Nonlethal 8Ordered 4Petrifying 1Profane 4Reinforced 2Repelling 2Revitalizing2 2Sacred 4Seeker 4Sicken 4Smiting (alignment) 2Sonic 6

Stunning 2Suggestive 4Unbreakable3 8Untamed 4Wrathful (creature) 2Zephyr 6

1 Note that in this system, spell templates can be taken multiple

times and their times per day uses stack.2 Can affect a number of creatures or object, depending upon the

spell equal to 1 plus your Wisdom modifier (minimum 1).3Adds a +2 to the DC of chosen spell.4 If used with a single target spells it counts only as one use, if

used against multiple target spells it counts as two uses.

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Alternative Monster Traits

  This section presents alternative rules for monster dream

traits. Instead of using dream points, a creature can only use its

monstrous dream traits a limited number of times per day. GMs

should feel free to use these alternative monster dream traits in

conjunction with the Dream Point System to allow creatures to

expend dream points on dream actions and feats. Although this

option allows for even more fantastic Dream Plane campaigns,

it adds a layer of complexity that some might find is too muchhassle when compared with the benefits.

Step #1

  Apply one of the following templates to the base creature:

slumbering, awakened, corporeal, trueborn, or progeny.

 

Step #2:

Determine the racial dream traits for each creature. If using

the alternate dream point abilities variant, also use this step to

determine the base creature’s dream point modifying abilityscore. This should be the most defining mental ability score

(Intelligence, Wisdom, or Charisma) available to the base

creature:

  Slumbering: Slumbering creatures have their normal racial

traits, unless the GM is using the incarnation variant.

  Awakened: Awakened creatures use the alternative awakened

racial dream trait guidelines presented in this appendix to

determine the base creature’s racial dream traits.

  Corporeal: Corporeal creatures use their normal racial traits.

If playing with the rebirth variant then the creature uses the

alternative trueborn racial dream trait guidelines presented in this

appendix in order to determine the base creature’s racial dream

traits and also gains the dream points of trueborn creatures of an

equal Challenge Rating.

  Trueborn: Trueborn creatures use the alternative trueborn

racial dream trait guidelines presented in this appendix in order to

determine the base creature’s racial dream traits.

  Progeny: Progeny creatures have their normal racial traits. If

 playing with the dreamspawn/nightmare variant the progeny also

gains the dreamspawn or nightmare racial traits presented later in

this appendix.

Step #3

  Apply the following dream traits to the base creatureaccording to its challenge rating and the role the creature plays

within the encounter, as determined by the GM. A creatures with

class levels does not apply them to its CR when determining its

dream traits instead, only the challenge rating of the base creature

is used.

 For Example: A drider with 5 character levels only uses his

challenge rating 7 to determine its dream traits.

  A creature’s dream traits are determined by the role it plays

in a campaign and its challenge rating. Creatures with fractional

challenge ratings are treated as being CR 1 for purposes of

determining dream traits.

  Ambusher: These creatures have the primary purpose of

confronting adventurers via surprise combat. Creatures with this

role have the following dream traits according to their challenge

rating.

Table A.4: Ambusher Dream Traits

CR Special1 Feats of ambushing4 Ambushing attack  8 Dream skills (4)12 Improved ambushing

16 Dream skills (8)20 Greater ambushing

  Feats of Ambushing (Ex): An ambusher may gain temporary

access to one of the following feats for one encounter: Acrobatic,

Agile, Alertness, Athletic, Combat Expertise (Improved Disarm,

Improved Feint, Improved Trip, Whirlwind Attack), Combat

Reflexes, Dodge (Mobility, Spring Attack), Improved Critical,

Improved Initiative, Investigator, Lightning Reflexes, Negotiator,

 Nimble Fingers, Persuasive, Quick Draw, Quicken Spell-Like

Ability, Skill Focus (for any skill that appears in the ambusher’s

stat block), Stealthy, Weapon Finesse. . An ambusher must meet

the prerequisites of the feat in order to access it. An ambusher can

only access one feat of ambushing per encounter. This is a free

action that can be used a number of times per day equal to 1 +one quarter of the ambusher’s total challenge rating.

  Ambushing Attack (Ex): An ambusher may declare one melee

or ranged attack (the target can be no more than 30-feet distant

if the ambushing attack is a ranged attack) an ambushing attack

and deal an additional 2d6 points of damage. The target of the

attack also loses any Dexterity bonus to AC, but only against the

ambushing attack. This is a free action that can be used a number

of times per day equal to 1 + one quarter of the ambusher’s total

challenge rating.

  Dream Skill (Ex): An ambusher selects a number of skills as

indicted by Table A.4 that appear in their stat block and gain a +5

dream bonus to checks with those skills.

 Improved Ambushing: An ambusher may gain access two feats

of ambushing per encounter.

  In addition, an ambusher may declare an improved ambushing

attack that deals an additional 6d6 points of damage. The target

of the attack also loses any Dexterity bonus to AC, but only

against the ambushing attack. This is a free action that can be

used a number of times per day equal to 1 + one quarter of the

ambusher’s total challenge rating.

  Greater Ambushing: An ambusher may gain access three feats

of ambushing per encounter.

  Combatant: These creatures have the primary purpose of

confronting adventurers via physical combat. Creatures with this

role have the following dream traits according to their challengerating.

Table A.5: Combatant Dream Traits

CR Special1 Feats of combat4 Heroic attack  8 Dream skills (1), weapon mastery12 Improved combat16 Dream skills (2), paragon of martial prowess20 Greater combat

  Feats of Combat: A combatant may gain

temporary access to one of the fighter bonus feats

he does not currently have. This ability can also be

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used to gain access to the Awesome Blow, Endurance, Die Hard,

Flyby Attack, Improved Natural Armor, Improved Natural Attack,

Great Fortitude, Multiattack, Multiweapon Fighting, Skill Focus

(for any skill that appears in the combatant’s stat block), Snatch,

or Toughness feats. A combatant must meet the prerequisites of

the feat in order to use it and its effects last only for the duration

of one encounter. A combatant can only access one extra feat

 per encounter. This is a free action that can be used a number of

times per day equal to 1 + one quarter of the combatant’s total

challenge rating.  Heroic Attack (Ex): A combatant may use the heroic surge

ability when using it to attack. This is a free action that can be

used a number of times per day equal to 1 + one quarter of the

combatant’s total challenge rating.

  Dream Skill (Ex): A combatant selects a number of skills as

indicted by Table A.5 that appear in their stat block and gain a +5

dream bonus to checks with those skills.

Weapon Mastery (Ex): A combatant may re-roll one melee or

ranged damage roll each round for one encounter. The combatant

takes the better of the two results. This is a free action that can

 be used a number of times per day equal to 1 + one quarter of the

combatant’s total challenge rating.

   Improved Combat: A combatant may gain access two feats ofcombat per encounter.

  Paragon of Martial Prowess (Ex): A combatant may gain

a +4 dream bonus to Strength, Dexterity, and Constitution for

one encounter. It also chooses one of the following additional

 benefits to gain for the duration of one encounter: a +4 dream

 bonus to natural armor, a +10 dream bonus to one speed type, or

+2 bonus to attack rolls in regards to a particular extraordinary

special attack. This is a free action that can be used a number of

times per day equal to 1 + one quarter of the combatant’s total

challenge rating.

  Greater Combat: A combatant may gain access three feats of

combat per encounter.

  Magic Wielder: These creatures have the primary purpose ofconfronting adventurers via magical combat. Creatures with this

role have the following dream traits according to their challenge

rating.

Table A.6: Magic Wielder Dream Traits

CR Special1 Feats of magic, spell templates (2)4 Spell templates (4)8 Dream skills (1), spell templates (6), spontaneous

casting12 Spell templates (8), improved magic16 Dream skills (2), paragon of magic, spell templates (10)20 spell templates (12), greater magic

  Feats of Magic (Ex): A magic wielder may gain temporaryaccess to one of the wizard bonus feats he does not currently

have. This ability can also be used to gain access to the Augment

Summoning, Combat Casting, Empower Spell-Like Ability,

Improved Counterspell, Iron Will, Quicken Spell-Like Ability,

Skill Focus (for any skill that appears in the magic wielder’s stat

 block), Spell Focus (Greater Spell Focus), or Spell Penetration

(Greater Spell Penetration). A magic wielder must meet the

 prerequisites of the feat in order to use it and

its effects last only for the duration of one

encounter. A magic wielder can only access one

extra feat per encounter. This is a free action that

can be used a number of times per day equal to

1 + one quarter of the magic wielder’s total challenge rating.

  Spell Templates (Ex): A magic wielder selects a number of

spell templates as indicted by Table A.6 that it gains access to.

  The spell templates gained via this ability can only be applied

to spell-like abilities spells.

  Dream Skill (Ex): A magic wielder selects a number of skills

as indicted by Table A.6 that appear in their stat block and gain a

+5 dream bonus to checks with those skills.

Spontaneous Casting (Sp): A magic wielder may channel

stored spell energy into spells of the same school that it normallydoes not have access to on its spell-like ability list. The magic

wielder can “lose” a spell-like ability for one round in order to

cast a new spell-like ability of the same school of magic, same

type (i.e. cleric, druid, sorcerer/wizard spell) and same spell level

or lower. This expends one of the magic wielder’s uses per day

for the chosen spell-like ability. This is a free action that can be

used a number of times per day equal to 1 + one quarter of the

magic wielder’s total challenge rating.

   Improved Magic: A magic wielder may gain access two feats

of magic per encounter.

  Paragon of Magic (Su): A magic wielder may gain a +6 dream

 bonus to Intelligence, Wisdom, or Charisma for one encounter.

In addition, the magic wielder gains a spell resistance equalto 10 + half the magic wielder’s challenge rating + the magic

wielder’s Intelligence modifier (a magic wielder who already

has spell resistance may increases his spell resistance by 5 if

that would grant him a higher spell resistance) this also lasts for

one encounter. This is a free action that can be used a number of

times per day equal to 1 + one quarter of the magic wielder’s tota

challenge rating.

  Greater Magic: A magic wielder may gain access three feats

of magic per encounter.

  Skill User: These creatures have the primary purpose of

confronting adventurers via the use of skills, both inside and

outside of combat. Creatures with this role have the following

dream traits according to their challenge rating.

Table A.7: Skill User Dream Traits

CR Special1 Feats of skill4 Heroic action8 Dream skills (4)12 Improved skill16 Dream skills (8), paragon of skill20 Greater skill

  Feats of Skill (Ex): A skill user may gain temporary access to

one of the following feats for one encounter: Acrobatic, Agile,

Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands,

Diligent, Great Fortitude, Investigator, Iron Will, Lightning

Reflexes, Magical, Aptitude, Negotiator, Nimble Fingers,Persuasive, Self-Sufficient, Skill Focus (for any skill), Stealthy,

or Track. A skill user must meet the prerequisites of the feat in

order to access it. A skill user can only access one feat of skill per

encounter. This is a free action that can be used a number of times

 per day equal to 1 + one quarter of the skill user’s total challenge

rating.

  Heroic Action (Ex): A skill user may gain an extra full-round

action at any time during this round as long as that full-round

action is used in conjunction with a skill. This is considered to

 be a use of the heroic surge dream point ability and thus can only

 be used once per round. This is a free action that can be used

a number of times per day equal to 1 + one quarter of the skill

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user’s total challenge rating.

  Dream Skill (Ex): A skill user selects a number of skills as

indicted by Table A.7 that appear in their stat block and gain a +5

dream bonus to checks with those skills.

 Improved Skill: A skill user may gain access two feats of skill

 per encounter.

   Paragon of Skill: A skill user can gain a +4 dream bonus to

any one ability score and a +2 dream bonus to all skill checks

concerning that skill for one encounter. If the skill user chooses

to increase his Constitution he may once during the encountersubstitute a Concentration check for any other skill check,

essentially focusing its mind upon the action so much that it can

take actions that it normally could not. This is a free action that

can be used a number of times per day equal to 1 + one quarter of

the skill user’s total challenge rating.

  Greater Skill: A skill user may gain access three feats of skill

 per encounter.

  Specialized Attacker: These creatures have the primary

 purpose of confronting adventurers via special attacks and special

qualities. Creatures with this role have the following dream traits

according to their challenge rating.

Table A.8: Specialized AttackerDream Traits

CR Special1 Feats of specialty4 Fantastic quality8 Dream skills (1), improved

fantastic quality12 Improved specialty16 Dream skills (2), greater

fantastic quality20 Greater specialty

  Feats of Specialty: A specialized

attacker may gain temporary access to

one of the wizard bonus feats he does not

currently have. This ability can also be

used to gain access to the Ability Focus,

Empower Spell-Like Ability, Flyby

Attack, Greater Damage Reduction,

Greater Resistance to Energy, Greater

Spell Resistance, Great Fortitude, Hover,

Improved Fast Healing, Improved

 Natural Armor, Improved Natural Attack,

Improved Regeneration, Iron Will,

Lightning Reflexes, Quicken Spell-Like

Ability, Skill Focus (for any skill that

appears in the specialized attacker’s

stat block), Snatch, or Wingover. A

specialized attacker must meet the prerequisites of the feat in order to use it

and its effects last only for the duration

of one encounter. A specialized attacker

can only access one extra feat per

encounter. This is a free action that can

 be used a number of times per day equal

to 1 + one quarter of the specialized

attacker’s total challenge rating.

  Fantastic Quality (Ex): A specialized

attacker may gain one of the following

for the duration of one encounter: a

+4 dream bonus to natural armor, a

+10 dream bonus to one speed type, damage reduction 1/-,

resistance to energy 5 versus energy type of the specialized

attacker’s choice, or +2 bonus to attack rolls in regards to a

 particular extraordinary special attack. This is a free action that

can be used a number of times per day equal to 1 + one quarter

of the specialized attacker’s total challenge rating.

  Dream Skill (Ex): A specialized attacker selects a number of

skills as indicted by Table A.8 that appear in their stat block and

gain a +5 dream bonus to checks with those skills.

 Improved Fantastic Quality: A specialized attacker may gaina second quality when using the fantastic quality ability.

  Improved Specialty: A specialized attacker user may gain

access two feats of specialty per encounter.

  Greater Fantastic Quality: specialized attacker may gain a

+6 dream bonus to any one ability score that modifies one of its

special attacks and chooses two qualities it gains access to for

one encounter when using the fantastic quality ability.

  Greater Specialty: A specialized attacker may gain access

three feats of specialty per encounter.

Step #4

  Revise the stat block of the base creature to reflect its newdream traits.

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OPEN GAME LICENSE Version 1.0a

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15 COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams,Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson

Midnight Copyright 2003, Fantasy Flight Publishing, Inc.

Mutants and Masterminds  Copyright 2002, Green Ronin Publishing; Author Steven Kenson

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