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Dreamthief
Time and again, it is proven that knowledge is power and the dreamthief takes this credo to a whole new level. Trained in secret by others of their kind, the dreamthief is equally sought and reviled for her abilities to simply pluck knowledge from a person's mind. Kings and blackmailers, thieves and mages....all fear and admire the dreamthief.Prerequisites: Ability to cast spells Spell Focus: Enchantment Spell Focus: Divination Knowledge, Arcana: 5 ranks Diplomancy or Bluff: 5 ranks Sense Motive: 5 ranks Must seek out a dreamthief and persuade them to teach the character or be approached by a dreamthief for such purpose Class features: Secrets Revealed: At 1st level, the dreamthief is able to detect the thoughts of a single target. This operates just as the second level Detect Thoughts spell. However, this is a spell-like ability that requires no verbal, somantic or material components, allowing it to be cast in complete secrecy. Borrowed Lore: The dreamthief is able to temporarily steal a single level of knowledge, craft or profession skill from a victim. The dreamthief must be able to study the victim undisturbed for two rounds in order to fully focus on his mind; However, it requires no verbal or somantic components as it is a spell-like ability. She may then attempt to slyly pull the knowledge from the victim's mind without him ever being the wiser. The victim may make a Will save vs. DC 15 to negate. If the dreamthief is successfull, she will retain the borrowed knowledge for 1 day/level. However, the dreamthief may only take ranks in skills from someone who has a higher skill level than her own. For example, let's say Ayla wishes to know more about ancient elven history. So, she seeks out someone who she knows to be wise in those ways. She finds the old historian, Bomblefort and steals a level of Knowledge History. Ayla's History rank was already 5, while Bomblefort's was 6. Once she stole his rank, this brought her up to 6 and him down to 5. There is no more for her to steal from Bomblefort. He has forgotten part of what he knew and she is now the wiser of the two. However, at the end of the 1 day/level limit of the ability, Ayla will loose her stolen rank and Bomblefort will regain it. Dreamwalk: By using this ability, the dreamthief is able to bypass many of the mind's natural defenses by tricking it into revealing secrets during the throes of dreaming and nightmares. In order to try and enter the victim's dreams, the dreamthief must be within at least 60 feet of the sleeper and know his exact whereabouts. For example, were Ayla to try and infiltrate Joren's dreams while staying at an inn, she would have to be in a room near his and know exactly which room he was in. She could not do it simply knowing that he is somewhere nearby. In order to dreamwalk, the dreamthief must make an Will check at DC 20. (Bypassing the victim's defenses). Once inside, the dreamthief may seek and gain the answer to a single, specific question that the victim would be loathe to part with, normally. Upon waking, the victim will usually only remember having odd dreams and nothing more. The main drawback to this feat is the fact that the dreamthief is completely vulnerable to attacks during the time she is dreamwalking. During that time, she is in a state of trance that borders on sleep itself. While under, she suffers a -10 to her Listen and Spot checks. Also, should she be pulled from the trance, she will suffer a -5 to initiative and attack rolls for the first 4 rounds of battle and will be unable to cast spells as her mind tries to separate itself from her victim. False Memory: While dreamwalking, the dreamthief may employ another feat known as False Memory. In order to do this, she must first successfully Dreamwalk. Once inside the victim's mind, she can alter a memory to something that better suits her needs. However, she may not completely remove a memory and rebuilt it from scratch. For example, Ayla needs for Joren to forget that he found a journal in the box he discovered yesterday. She can't simply make him forget, but she can go in and make him remember finding an old piece of blank parchment in the box instead. After the memory has been altered and he wakes, the victim may make a Will save vs. DC 20 to get the feeling that something isn't right with what he is recalling and slowly regain his true memory. Stolen Lore: This operates exactly the same as Borrowed Lore, except that the gain is permanent. (And the victim's loss is also permanent). Stolen Magic: This operates the same as Borrowed Lore and Stolen Lore, except this allows the dreamthief to pull spells straight from an enemy mage's mind and use them herself. In order to do this, the dreamthief must first be able to cast the spell she is attempting to steal and must have an open spell slot of the appropriate level to spend. Unlike her other talents, however, Stolen Magic is quite noticeable to the victim...who usually takes great exception to having a spell that he took the time and energy to memorize being slipped from his mind. However, the good news is that unless there is no one else about, he may not know immediately who took the spell. After all, this has no verbal, somantic or material components, either. The victim may make a Will save at DC 22 to negate the effects of Stolen Magic. Craft Item: Dreamsphere: Once the dreamthief has gotten to the level where she can successfully enter a victim's dreams, she may begin creating a tiny, crystal sphere known as the dreamsphere. It is crafted using only the finest quality rubies (at least 2,000 gp value) as well as other, exotic components equalling no less than 5,000 gp. Once created, the spheres are used to imprint the full memories and experiences of a person into it, much as you would copy files to a disk from a computer. The sphere can hold only 1 person's memories, but all of those memories become fully accessible to the dreamthief once there. It may not be erased and used again. Should the dreamthief wish to copy another person's memories, she must create a new sphere. To use the sphere, the dreamthief must first successfully Dreamwalk while holding the sphere in her hand. This provides a link from the victim to the sphere, with the dreamthief acting as a conduit. Should the victim fail a Will save vs. DC 23, then all of his or her memories are copied to the crystal. Dreamthieves who reach the power and level to be able to do this and do it on a regular basis have been known to go a little insane. When acting as a conduit, sometimes, the victim's memories implant themselves into the dreamthief instead of the crystal, causing the dreamthief to gradually loose touch with herself. Each time the dreamthief attempts to copy memories, there is a 1% chance per level of the victim that a memory or personality trait will be transferred to the dreamthief. Dreamthief Note: Any bonus feats listed here which the character would normally not be able to use because of racial, region, etc. limitations are still applicable to the dreamthief.
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