Classes in Correllendor

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Classes in Correllendor

Classes operate mechanically unchanged from D&D 3rd Edition basics. Changes are:

We've added Shugenja from the Oriental Adventures supplements for the Rokanoi. I'm willing to consider psionics, but I'm wary of it since I've never worked with it and it seems like one more thing to put in.

Rangers are, in this setting, available as a general class (i.e. this person isn't called anything but is functionally a ranger), though most rangers are part of an organization, The Rangers of Illanon, from the northern corner of the kingdom.

Druids are part of an ancient, ancient order that is by-and-large hostile to the pioneering (read "encroaching") spirit of the Correllendi. See the history for the Rokanoi.

Fighters may be from any walk of life, may be of any race, but among Correllendi (humans) are likely to have a military background.

Bards require discussion with the DM - there are not currently any bardic organizations, but some are in the works.

Regarding prestige classes, since the players are at the level where they can begin to qualify for them, we've run into some shadowdancers among the Illendi, apparently part of some elite organization among them. There is also a prestige class "Dreamer" that is currently unique to Correll humans, and which develops skills toward shaping and utilizing the dreamworld which is an important plane in this campaign.


Prestige Class - Dreamer

This is a quick description of the Dreamer Prestige Class, without full descriptions of abilities, and subject to change. Full descriptions of abilities can be found in the source of much of this class, the "Fairy Dreamer" prestige class on pgs. 58-61 of "Mythic Races", a d20 sourcebook published by Fantasy Flight Games

Every sentient being dreams, entering as they do the collaborative demi-illusory plane called The Dreaming. Some beings through innate skill or training have earned mastery over this aspect of life, wielding strange powers to move through the dreams of the world.

Requirements

  • Race: non-Outsider
  • Spellcraft: 4 ranks
  • Lucid Dreaming: 2 ranks
  • One of either:
    • Spellcasting: ability to cast 3rd level arcane spells
    • Will Save: total Will Save bonus of +7 or better

Class skills

The Dreamer's class skills are: Balance, Bluff, Concentration, Diplomacy, Hide, Intuit Direction, Jump, Move Silently, Scry, Sense Motive, Spellcraft, and Lucid Dreaming. Dreamers are the only class which has Lucid Dreaming as a class skill.

Skill Points at each level: 3 + Int Modifier

Class Features

Weapon and Armor Proficiency
Dreamers gain no proficiency in any weapon or armor.
Dreaming Familiar
A Dreamer can call a familiar from the Dreaming. The familiar is considered a magical beast, not an animal. The Dreamer chooses the type of familiar he gets. The results of familiar death are as with other arcane familiars, except that a Dreaming Familiar cannot die in the waking world, it can only be sent back to the Dreaming. A 'slain' Familiar can therefore be re-summoned unless it is killed within the Dreaming. The cost for the death of a familiar is incurred on each 'banishment', however. Dreaming Familiars often sport some distinct and unusual differences from standard animals (differences in features or coloration) as natives of the Dreaming. As summoned natives of the Dreaming, familiars are immune to all Illusion spells and effects.
Dream Walk
A Dreamer may send his spirit into the Dreaming as a spell-like ability. The effect takes a full-round action and lasts for one minute per class level, can be cancelled at any time, and can be activated 1/day per 5 class levels. The Dreamer appears in the Dreaming in full garb and equipment present on/with his physical body. While in the Dreaming, the Dreamer is unaware of events in the waking world (that don't also affect the dreaming). The Dreamer's physical body is subject to normal effects (including Dispel Magic) and damage.
Dream Augury
This spell-like ability is identical in all respects to the spell 'augury', with the caster's level equal to his class levels in Dreamer.
Dream Summoning
Like 'summon monster' spells, with the exception that summoned creatures are natives of the Dreaming and are thus immune to all Illusion spells and effects. Usable a number of times perday equal to class level x2, at a caster level equal to Dreamer class levels.
Dream Step
Like 'dimension door' spell, but the Dreamer becomes a physical part of the Dreaming-- and is thus subject to events and effects within the Dreaming. This ability takes advantage of the malleable geography of the Dreaming to collapse corresponding locations in the two worlds into single steps within the Dreaming.
True Mind
At 3rd level, a Dreamer gains a +2 to saving throws against spells and effects from the Illusion school.
Dream Fear
Beginning at 7th level, a Dreamer can summon forth the material of nightmares once per day. The nightmare material has no physical effect but causes terror in the form of the 'fear' spell, with caster level equal to Dreamer class levels.
Dream Window
At 9th level, a Dreamer is skilled enough with navigating and manipulating correllations between the Dreaming and the waking world to create windows through the Dreaming between remote areas of the waking world. Rules are extensive for this ability, which is based on the Scry skill. Roughly, the window might be invisible from the receiving end, and might be able to pass spells and physical objects.
Dream Trap
Once per day, a Dreamer can attempt to trap a soul within the Dreaming. This is a scary ability with considerable rules on its usage. Living or recently dead souls may be trapped.

Dreamer level progression is by a table that I have not yet converted


Skill: Lucid Dreaming (Wis; see below)

Use this skill to enter, manipulate, or leave the Dreaming.

Check: You can influence the Dreaming or move (yourself or objects) between the Dreaming and the waking world. The time of day greatly influences these checks, waxing and waning from -8 mid'day' to +5 at mid'night'.

Sample tasks in rough order of difficulty

Note that some of these tasks have 'costs' in the form of temporary will damage, and therefore should only be tried once or twice per 'night' I have not put in the DCs because that's going to take further playtesting.

  • become lucid (like the Dream Walk ability) from within a non-lucid dream
  • become lucid (Enter the Dreaming consciously while asleep but not dreaming, like the Dream Walk ability)
  • cast spell within the Dreaming (failure indicates random effect or spell failure)
  • warp distance within the Dreaming
  • call nightmare within the Dreaming

    --- first threshold. you're bloody unlikely to get these others without several ranks already.

  • leave the Dreaming bodily (at new location) (like Dream Step ability)
  • enter the Dreaming bodily (like Dream Step ability)
  • violate physical laws in Dreaming (fly, walk up/through walls)
  • create object within the dreaming
  • call nightmare while waking (like fear spell)

    --- second threshold. you're not doing these without some considerable help.

  • leave the Dreaming bodily after not entering bodily (body essentially teleports)
  • pull known object from Dreaming to waking
  • find unknown object in Dreaming and pull to waking
  • trap entity in the Dreaming
  • create Dream Window (per Dreamer ability)

    These tasks may be used in concert for some powerful effects; most effects can be broken down into a sequence of these tasks. For instance, simulating the Dreamer's "Dream Walk" ability is possible by passing, in succession: enter dreaming bodily, warp distance, leave Dreaming bodily.

    Special: This skill is cross-class to all classes except the Dreamer prestige class. The skill is considered 'untrained' in that anyone may attempt a dreaming check and apply their Wisdom bonus. The DM is encouraged to ask for in-character justification for purchasing the skill even at the cross-class rate of 2 points/rank.


Unless stated otherwise, all content © 2004 Scott Price. All rights reserved.