Psychosomnabulist
A sleepwalking Xenotheurge. Designed for use with
Realms of Chaos's Xenotheurgy.
Feats: Sanity Forsaken.
Skills: Autohypnosis 5 ranks.
Xenotheurgy: Must have access to the Reflection of Nightmare and Waking Dream murmurs. Must be able to use 3rd level breaches.
Table: The Psychosomnabulist
Hit Die: d6
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 Control Sleep, Disturbance, Layered Dreams (1st layer), Murmur, Shielded Dreams, Sleepwalking
2nd +1 +0 +0 +3 Impose Dreamscape
3rd +1 +1 +1 +3 Layered Dreams (2nd layer)
4th +2 +1 +1 +4 Disturbance, Impose Nightmare, Murmur
5th +2 +1 +1 +4 Layered Dreams (3rd layer)
6th +3 +2 +2 +5 Nightmare Guardian
7th +3 +2 +2 +5 Disturbance, Layered Dreams (4th layer), Murmur
Class skills (4 + Int modifier per level): Autohypnosis, Bluff, Craft, Disguise, Hide, Intimidate, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Psicraft, Spellcraft, Spot, Use Magic Device, Use Psionic Device
Weapon and Armor Proficiency: Psychosomnabulists gain no new weapon or armor proficiencies.
Control Sleep (Ex): At 1st level, you learn to reach into the power of your personal dreamscape. You no longer need to sleep normally, although abilities that require uninterrupted rest, such as preparing spells and recovering power points, still require a period of light or no activity. You can put yourself into a sleeping state by making a DC 20 Autohypnosis check as a standard action. This is a purely mental action, although you can perform it while sleeping. You can wake yourself up by making a DC 20 Autohypnosis check as a standard action. This is a purely physical action, although you can perform it while sleeping.
In addition, you are constantly aware of your surroundings while asleep. You can use all of your senses normally and you do not suffer any penalties to your Spot or Listen checks. This does not allow you to take actions that you normally could not while asleep. You are not considered unconscious due to being asleep unless you wish to be (although you may still be considered helpless).
If you are unable to sleep for whatever reason, you can still use this ability to enter a mental state similar to sleep, allowing you to benefit from effects that require you to sleep.
Disturbance (Su): At 1st level and at every third Psychosomnabulist level thereafter (4th and 7th), you gain an additional disturbance.
Murmur (Su): At 1st level and at every third Psychosomnabulist level thereafter (4th and 7th), you gain an additional murmur.
Layered Dreams (Ex): As you gain Psychosomnabulist levels, you become able to isolate your active murmurs within your dreamscape. Doing so enhances the power you can draw from them, but limits your ability to access their abilities on command. Whenever you would be able to switch which of your murmurs are active, you may reassign your active murmurs amongst your dream layers. Each layer may only have a single murmur associated with it, and each murmur may only be associated with a single dream layer. While you are not in a given dream layer, murmurs associated with that dream layer are considered one level lower for each level of the dream layer for the purpose of determining which breaches you have access to (but not the effects of your breaches). Further, you cannot intentionally emit an incursion assigned to a murmur associated with a dream layer that you are not in, although you continue emitting it even if you change dream layers. You still emit them when you would emit all active incursions.
While you are awake, you are not considered to be in any dream layer. Whenever you fall asleep, you immediately enter your first dream layer. You cannot reenter the dream layer that you are already in until you leave it.
Initially, you only have access to your first dream layer. You can enter your first dream layer as a free action whenever you are asleep, or an immediate action when it is not your turn. While you are on the first layer, the murmur associated with it is considered one level higher to determine which breaches you have access to and to determine the effects of your breaches, to a maximum of 7th level.
At 3rd level, you gain access to your second dream layer. You can enter your second dream layer as a swift action whenever you are in your first dream layer. If you are in a deeper dream layer, you can instead enter it as a free action whenever you are asleep, or an immediate action when it is not your turn. While you are on the second layer, the murmur associated with it is considered two levels higher to determine which breaches you have access to and to determine the effects of your breaches, to a maximum of 8th level. While in the second layer, you may choose to gain or lose a single warp point whenever an opponent saves against one of your breaches (maximum one point per breach).
At 5th level, you gain access to your third dream layer. You can enter your second dream layer as a move action whenever you are in your second dream layer. If you are in a deeper dream layer, you can instead enter it as a free action whenever you are asleep, or an immediate action when it is not your turn. While you are on the third layer, the murmur associated with it is considered three levels higher to determine which breaches you have access to and to determine the effects of your breaches, to a maximum of 9th level. While in the third layer, all of your breaches that would normally take a standard action to use instead take a full-round action. In addition, you can apply a special distortion to your breaches. Doing so allows you to use that breach as a swift action instead of a standard or full-round action, but causes you to gain 4 warp points (2 if you are a true xenotheurgist), as normal for applying a distortion to a breach.
At 7th level, you gain access to your fourth and final dream layer. You can enter your fourth dream layer as a standard action whenever you are in your third dream layer. While you are on the fourth layer, the murmur associated with it is considered four levels higher to determine which breaches you have access to and to determine the effects of your breaches, to a maximum of 10th level. While in the fourth layer, all of your breaches that would normally take a standard action or a full-round action to use instead take 1 round. However, all breaches that you use while in the fourth layer gain the benefits of empowerment without requiring that you apply the distortion to them.
Shielded Dreams (Ex): Your dreams are twisted by your connection to the Far Realms. In learning to draw power from them, you have also learnt to shield them from intruders. At 1st level, you gain immunity to the
dream and
nightmare spells, as well as any other effect that relies on the you dreaming. You can choose to be affected by such effects if you are willing. This ability does not interfere with your ability to use other dream-related abilities you possess.
If you are unable to dream for whatever reason, you can generate your own personal dreamscape, allowing you to gain the effects of effects that require you to dream. This dreamscape is not a true dreamscape, and therefore is not connected to other dream-related planes, such as the Dreamheart or Dal Quor. It cannot be used for travel, such as with the
dream travel power or with the Lucid Dreaming skill.
Sleepwalking (Ex): You can act while asleep, taking your normal allotment of actions. Each round, you must choose between physical and mental actions. You can perform only the selected actions during that round. Any actions involving the activation of abilities that must be consciously activated (such as spells and powers) are considered mental actions, and any actions involving physical motion (such as attacking or moving) are considered physical actions. Some actions may be considered both physical and mental actions (such as casting a spell with any components), and thus cannot be done in this state. While sleepwalking, you are aware of your surroundings using your normal senses. For the purpose of this ability, using a breach is considered a purely mental action. Additionally, you are not considered helpless due to being asleep unless you wish to be (although you may still be considered unconscious).
Impose Dreamscape (Su): Starting at 2nd level, you can impose your twisted personal dreamscape upon the world around you while you are in a dream layer. As long as you have a murmur associated with your current dream layer, an area around you is considered to be within the periphery of the incursion assigned to the murmur associated with your dream layer. This is an emanation centered on you with a radius of 5 feet per Psychosomnabulist level for each level of your current dream layer. You are not considered to be emitting the incursion, however, so you do not suffer the normal penalty to your Wisdom- and Charisma-based skill and ability checks. This does not count towards the saving throw that you must make each day that you do not emit an incursion.
Impose Nightmare (Su): Starting at 4th level, even more energy from the Far Realms flows through your dreamscape into reality while you sleep. The area within one half the radius of your imposed dreamscape (rounded down to the nearest 5 feet) is also considered to be within the marrow of the incursion.
Nightmare Guardian (Su): Beginning at 6th level, you gain access to a special breach while you sleep. You can use the Nightmare Guardian breach as though it was granted by the murmur associated with your current dream layer.
Breach: Nightmare Guardian
Nightmare Guardian
Psychosomnabulist 2
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One created Nightmare Guardian
Duration: 1 round/level (D)
Saving Throw: None
Drawing upon the power of nightmares and dream stuff, you create a fearsome guardian formed from the depths of your subconscious mind.
You can create a special astral construct with this breach, known as a nightmare guardian. The guardian is equivalent to an astral construct of a level equal to this murmur's level minus 1 (minimum 1st level). The nightmare guardian is created as though you had the Tainted Construction feat, even if you don't qualify for it. However, it cannot exist outside of the marrow of an incursion (or the equivalent thereof created by a Psychosomnabulist's Impose Nightmare ability). You may only have the nightmare guardians created by one use of this breach in existence at any one time (any subsequent uses of this breach immediately dismiss all remaining guardians created by the previous use). This does not impose on your ability to use the astral construct power.
Empowerment
The nightmare guardian that you create gains the benefit of a form of doom power as an extraordinary ability, lasting as long as the guardian does, and with an effective manifester level equal to your xenotheurgy level. Use your Charisma modifier in place of the nightmare guardian's to determine the save DC of the frightful presence the power grants. In addition, the nightmare guardian can exist outside the marrow of an incursion as long as it remains within the periphery of one (or the equivalent thereof created by a Psychosomnabulist's Impose Dreamscape ability).
Feat:
Tainted ConstructionTainted Construction [Psionic]Prerequisite: Conjunctive Mind, ability to manifest
astral construct.
Benefit: As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs. You can select astral construct abilities from an extended menu. Each special ability can come from your normal menu or Table: Subpsionic Extended Construct Abilities. Astral constructs you create are formed from a darker tainted ectoplasm. Their surface is a shimmering black bathed in a deep purple glow. As an additional benefit, the natural weapons and manufactured weapons that your tainted constructs use bypass damage reduction as though they were Evil-aligned.
Table: Subpsionic Extended Construct Abilities
Menu A- Lesser Aura of Fear (Su): Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the aura of fear or greater aura of fear abilities.
- Lesser Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the withering or greater withering abilities.
Menu B- Aura of Fear (Su): Creatures within 20 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or greater aura of fear abilities.
- Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
- Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.
Menu C- Greater Aura of Fear (Su): Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or aura of fear abilities.
- Greater Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.