Ruins of Adventure
- Races: Any
- Sub-Classes: Shaman
- Ability Requirements: None
- Alignments: Any
- Starting Cash: 2d4 gp
- Weapon Slots: By class
- Bonus Weapon Proficiencies: none
- Required Weapon Proficiencies: none
- Allowed Weapons: By class
- Allowed Armors: By class
- Non-weapon Slots: By class
- Available Categories: By class, plus Psionic
- Bonus Non-weapon Proficiencies: Folklore
- Required Proficiencies: Survival (Plains)
- Recommended Proficiencies: Ancient History, Astrology, Awareness, Cerebral Blind, Chanting, Danger Sense, Foraging, Hypnotism, Light Sleeping, Planes Lore, Psionic Mimicry, Running, Signaling, Soothsaying, Vision Quest, Weather Sense.
- Forbidden Proficiencies: Inquisitor, Religion.
Priest Spheres: These replace the standard Shaman spheres.
- Major: All, Astral, Charm, Combat, Divination, Protection, Thought
- Minor: Animal, Creation, Plant, Weather
Overview: Dreamwalkers arise from the same cultures that produce Brushrunners. But unlike the Brushrunners, who content themselves with art and recreation, Dreamwalkers attend to the spiritual needs of their moieties (extended families).
Dreamwalkers refer to the world in which they live as ”the Dreaming.” People, animals, and objects are manifestations of the dreams of powerful deities occupying a different world, called “the Dreamed.” When people dream, their spirits leave the Dreaming and enter the Dreamed. The Dreamed duplicates many of the Dreaming‘s physical features; it’s also home to spirits of the deceased. Dreamwalkers devote their lives to studying the relationship between the Dreamed and the Dreaming.
Description: A Dreamwalker seldom wears armor, preferring a leather loincloth and, perhaps, a feather headdress. When he carries a shield, it is usually of his own making, just stretched animal skins over a wooden frame. Dreamwalkers always carry with them a device known as a dream catcher, which resembles a thin leather headband decorated with colorful feathers and pebbles.
Role-Playing: A Dreamwalker is obsessed with dreams. He ponders his own dreams incessantly, coaxes his companions for details of their dreams, and even studies slumbering animals to determine if they might be dreaming. If a companion falls ill, the Dreamwalker asks if a dream foreshadowed his condition. If a companion has a nightmare, the Dreamwalker avoids him for the rest of the day, fearing that his bad luck might be contagious. Conversely, if a friend has a pleasant dream, the Dreamwalker is particularly attentive, even attempting to sleep next to him, hoping that his good fortune will rub off.
Typically a Dreamwalker leaves his homeland and aligns himself with an adventuring party because a dream has directed him to do so. He remains with the party, obeying their leaders and helping them achieve their goals, until a dream informs him it’s time to go home. Like Brushrunners, Dreamwalkers are social creatures who value cooperation and companionship. However, they are less concerned with comfort than Brushrunners, making them dependable workers and fighters who take their responsibilities seriously.
So convinced is the Dreamwalker of the existence of the Dreaming and the Dreamed that he is dumbfounded when not everyone shares his beliefs. When others speak of their gods, he rolls his eyes. He regards prayer as bizarre, idolatry as baffling. He is appalled by most outworld priests and clerics, and he avoids socializing with such characters in his own party.
- Each Dreamwalker begins with a dream catcher as a gift from his moiety elders. The dream catcher retains all the dreams experienced by the wearer in a single night; the dream catcher automatically releases the dreams after 24 hours, preparing itself to retain a new set of dreams. If the Dreamwalker wears the dream catcher for a night, then loans it to another character. If the character wears the dream catcher when he goes to sleep, he experiences the exact dream that the Dreamwalker had the previous night (the reverse is also true).
If the Dreamwalker loses his dream catcher, he may return to his homeland and petition his moiety elders for a replacement. A replacement takes 1d4+1 weeks to create.
- By touching the forehead of a sleeping creature and making a successful Intuition check, the Dreamwalker experiences the sleeper’s dream. He cannot interact with the dream or affect it in any way; he just sees it in his head, exactly as it is being dreamed by the sleeper. The Dreamwalker can read dreams in this manner at will, but for no more than five rounds per hour. While dream reading, the shaman remains in a trance-like state, oblivious to the physical world. If disturbed (or the sleeper wakes up), the reading immediate ends.
- By closing his eyes and relaxing, the Dreamwalker can see in his mind any location known to him, as the 3rd-level wizard spell clairvoyance. This ability may be used once per day, for a number of rounds equal to the shaman’s level.
- Once per day, the Dreamwalker can enter the mind of a sleeping character or creature and modify his dream. The shaman touches the subject’s forehead, and the subject saves vs. spells. If the save succeeds, the Dreamwalker cannot affect his dream. If the save fails, the Dreamwalker enters a trance-like state (similar to that associated with the dream reading ability) and can spend up to five rounds tinkering with the subject‘s dream. The shaman can change the details of a dream or implant a new one. An implanted dream cannot coerce the subject to perform an act that goes against his moral principles or common sense. Nor does it alter beliefs or personality in any major way. Some possible uses:
- He can create soothing images to calm a restless friend and may implant and convey specific information (true or not), even carrying out conversations with the dreaming individual.
- He can create disturbing dreams that prevent the subject from sleeping restfully; the subject does not recover lost hit points and cannot recover used spells.
- He can create a nightmare involving a specific character or creature. If the subject encounters that character or creature the next day and fails a save vs. spells, he reacts as if affected by a fear spell.
- Starting at 9th level, once per month, a Dreamwalker can induce nightmares so disturbing that the subject dies. The subject must be of the same level or less than the Dreamwalker (or have hit dice equal to or less than the Dreamwalker’s level). The Dreamwalker places his hands on the sleeping subject for five rounds and concentrates. If interrupted-for instance, if the Dreamwalker is attacked or if the subject awakens-the attempt is over; he can try again next month. Otherwise, the Dreamwalker makes a saving throw vs. death magic. If the throw fails, the death dream also fails. If the throw succeeds, the subject‘s hit points are reduced to 0. On a roll of 20, the death dream backfires, and the Dreamwalker enters a state of temporal stasis (as per the 9th-level wizard spell).
- A Dreamwalker may not worship a specific deity and does not gain any of the special benefits of belonging to a religion.
- If a Dreamwalker doesn’t sleep at least seven hours, he can’t use any of his special benefits the following day.
- While using any of his special abilities, a Dreamwalker’s Armor Class is automatically 10, regardless of any armor, dexterity adjustments, or magical protections.
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