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==The Dreamer == All healthy kids know the value of a healthy imagination. Imagining the world as it should be is what kids do best. However, some kids can't seem to work out the difference between the real world and their imaginings. These children go through life in a sort of daze, being quite pleasant to those stuck in the 'real world' but always seeming just a little off. '''Adventures:''' Dreamers go on adventures entirely because that's what they imagine they should do. The reasons in their imaginations might vary, but all dreamer adventurers are simply along for the ride because they think they're meant to be. Characteristics: Dreamers are so good at imagining things that they can sometimes bring these unrealities into being, if only for a short while. Dreamers can use these powers to aid their comrades in rather odd ways. '''Alignment:''' A dreamer can be of any alignment, although seldom are evil, per se. They may act as if they were evil, but most dreamers like this are actually neutral, simply playing along. '''Religion:''' Dreamers are mostly too caught up in their imaginations to revere any specific deity. '''Background:''' Dreamers, sadly, often have very troubled lives. Many dream in order to escape the reality of their life. Many, however, simply dream because they can, to the frustration of parents and teachers who try to get them to live in the real world every now and then. '''Races:''' All children dream. Dreamers are more likely to spring up in the cultured races than the savage ones, as savages who daydream all the time often get themselves killed early on. '''Other classes:''' Dreamers get along with anyone, up to and including the villain of the story. Many classes see dreamers as useful for their ability to warp reality, although quite often they get annoyed by their inability to come down to earth for any prolonged period of time. '''Role:''' Dreamers can take the role of healer, spellcaster, warrior, rogue, whatever takes their fancy at any particular time. ===Game Rule Information=== ====Dreamer Abilities==== '''Abilities:''' A dreamer's most useful ability is her Wisdom score, as it modifies her Imagine checks. Dreamers can also benefit from a high Charisma score, especially when trying to convince others that what they imagine is actually real. '''Alignment:''' Any '''Hit die:''' d6 '''Class skills''' (4 + Int, x4 at 1st level: Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Imagine (Wis), Play (Cha), Perform (Cha) and Use Magic Device (Cha). '''Weapon and Armour Proficiency:''' Dreamers are proficient with the pencil, the ruler, the book and the skipping rope. Dreamers are not proficient with any type or armour or shields. '''Out Of It:''' Dreamers are in an almost constant daydreaming daze. While they can see the real world well enough, they take a -2 penalty of Search, Spot and Listen checks, but in return recieve a +2 bonus on Will saves and Imagine checks. '''Happy Thoughts:''' Good vibes can be a very potent thing when they come from a dreamer. Once per day per rank of Imagine a dreamer possesses, she may heal her allies of their wounds. Both the dreamer and her target must hold hands and take a full-round action concentrating on all things good and fun and fluffy. This does not provoke an attack of opportunity, although if either are attacked the dreamer must make a Concentration check as if casting a first level spell. At the end of the round, the dreamer makes an Imagine check against a DC of 10, healing her target of 1d6 points of damage if she succeeds. If she beats the DC by five or more, she heals another 1d6 points of damage for every five she beats the DC by. Alternatively, the dreamer may take a full-round action on her own to instead heal all allies within 30 ft. of 1 damage per dice of damage she would normally heal. At tenth level, the dreamer's healing dice increase to d8, and the damage she heals using the secondary use of this ability increases to 2 per dice she would normally heal. A Dreamer may not have more uses of Happy Thoughts per day than three more than her Dreamer level (4 uses maximum at level one, five at level two, and so on). '''No, No, That Went Wrong!:''' At second level, a dreamer may reattempt any saving throw, skill check, attack roll or damage roll once per day. She must declare that she is using this ability before the results of the action are announced, and must take this new roll, even if it's worse than the first one. At sixth level, and every fourth level thereafter (10th, 14th and 18th) the dreamer may use this ability an additional time per day. '''Bonus Feat:''' At fifth level, and every third level level thereafter (8th, 11th, 14th, 17th and 20th), a dreamer gains a bonus feat. This feat must be a Dreamer feat. The dreamer must meet all prerequisites of a feat in order to take it as a dreamer bonus feat. '''It's Not Meant To Go That Way!:''' At twelfth level, a dreamer can choose to disbelieve a course of events once per day. If she makes a DC 25 Imagine check, she can reverse all the effects that transpired since her last turn. All spells and abilities are still used, but their effects are nullified. This ability can even return a dead ally back to life, providing they died after her last turn. At twentieth level, a dreamer can use this ability twice per day. ====Dreamer Progression==== {|border=1px !Level !!Base Attack Bonus !!Fort Save !!Ref Save !!Will Save !!Special |- |'''1st''' || +0 || +0 || +0 || +2 || Out of It, Happy Thoughts |- |'''2nd''' || +1 || +0 || +0 || +3 || No, No, That Went Wrong! (1/day), Bonus Feat |- |'''3rd''' || +2 || +1 || +1 || +3 || - |- |'''4th''' || +3 || +1 || +1 || +4 || - |- |'''5th''' || +3 || +1 || +1 || +4 || Bonus Feat |- |'''6th''' || +4 || +2 || +2 || +5 || No, No, That Went Wrong! (2/day) |- |'''7th''' || +5 || +2 || +2 || +5 || - |- |'''8th''' || +6/+1 || +2 || +2 || +6 || Bonus Feat |- |'''9th''' || +6/+1 || +3 || +3 || +6 || - |- |'''10th''' || +7/+2 || +3 || +3 || +7 || Even Happier Thoughts, No, No, That Went Wrong! (3/day) |- |'''11th''' || +8/+3 || +3 || +3 || +7 || Bonus Feat |- |'''12th''' || +9/+4 || +4 || +4 || +8 || It's Not Meant To Go That Way! (1/day) |- |'''13th''' || +9/+4 || +4 || +4 || +8 || - |- |'''14th''' || +10/+5 || +4 || +4 || +9 || No, No, That Went Wrong! (4/day) |- |'''15th''' || +11/+6/+1 || +5 || +5 || +9 || - |- |'''16th''' || +12/+7/+2 || +5 || +5 || +10 || - |- |'''17th''' || +12/+7/+2 || +5 || +5 || +10 || Bonus Feat |- |'''18th''' || +13/+8/+3 || +6 || +6 || +11 || No, No, That Went Wrong! (5/day) |- |'''19th''' || +14/+9/+4 || +6 || +6 || +11 || - |- |'''20th''' || +15/+10/+5 || +6 || +6 || +12 || It's Not Meant To Go That Way! (2/day), Bonus Feat |} [[category:CUTE]][[category:CUTE Classes]]
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