Seeker of Dreams (3.5 Base Class)
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Whenever somebody in Dungeons and Dragons goes to sleep, they enter into the Dreamscapes. For most, it is a "vacation" from reality. For the Seeker of Dreams, it is home. It is the place they feel most comfortable. It is the place they can find themselves in. While normal dreamers roam about, nearly clueless to what they are doing, the Seeker is breathing in, soaking in, and swimming in the glorious essence of the Dreams. They develop a profound intimacy with it, and are able to draw magic from the ebb and flow of the Dreamscapes.
Making a Seeker of Dreams
The Seeker of Dreams is a class that blends magic, combat, special abilities, feats and an Imaginary Friend cohort to produce a unique character rarely, if ever, seen otherwise.
The Seeker is a strong mix of melee abilities and spellcasting, though he is not truly strong in either. The Seeker's strength lies in his balance of skills, spells, combat skills, spell-like abilities, and in his Imaginary Friend. The most immediately awesome thing is that a Seeker has opportunities to cast fairly high level spells from the get-go, but this is balanced because the way the Seeker prepares spells is essentially a game of chance with limited times to play (A.K.A. limited spell slots). A Seeker works best when teamed up with a primary melee class (say a Barbarian), a primary spellcasting class (say a Druid) and a third guy (perhaps a Bard or Paladin).
Abilities: When a Seeker undergoes his Age Reversion, he takes a heavy penalty to Strength and Constitution, so medium-high values are welcome there. Dexterity is a must because the Seeker wears light armor, and Charisma is also a must for spells.
Races: It takes a special kind of person to be a Seeker of Dreams, no matter what race they are. Gnomes would be likely candidates, though some humans, through their sheer versatility, would be bound to have a few Seekers in their numbers. Races that do not sleep (such as elves) will find becoming a Seeker of Dreams very difficult since they cannot enter the Dreamscapes through the conventional means.
Alignment: Any nonlawful.
Starting Gold: 4d4x10g
Starting Age: Simple
|1st||+ 0||+ 0||+ 2||+ 2||Bonus feat, age regression||2|
|2nd||+ 1||+ 0||+ 3||+ 3||Jump (at will)||4|
|3rd||+ 2||+ 1||+ 3||+ 3||Dream magic control (1%)||6|
|4th||+ 3||+ 1||+ 4||+ 4||Bonus feat||7|
|5th||+ 3||+ 1||+ 4||+ 4||Spider climb (at will)||8|
|6th||+ 4||+ 2||+ 5||+ 5||Imaginary friend, dream magic control (2%)||9|
|7th||+ 5||+ 2||+ 5||+ 5||10|
|8th||+6/+1||+ 2||+ 6||+ 6||Bonus feat, Fly (at will)||11|
|9th||+6/+1||+ 3||+ 6||+ 6||Dream magic control (3%)||12|
|10th||+7/+2||+ 3||+ 7||+ 7||Overland flight (at will)||13|
|11th||+8/+3||+ 3||+ 7||+ 7||15|
|12th||+9/+4||+ 4||+ 8||+ 8||Bonus feat, dream magic control (4%), improved imaginary friend||16|
|13th||+9/+4||+ 4||+ 8||+ 8||17|
|14th||+10/+5||+ 4||+ 9||+ 9||18|
|15th||+11/+6/+1||+ 5||+ 9||+ 9||Dream magic control (5%), special ability||19|
|16th||+12/+7/+2||+ 5||+10||+10||Bonus feat||20|
|18th||+13/+8/+3||+ 6||+11||+11||Dream magic control (6%)||23|
|20th||+15/+10/+5||+ 6||+12||+12||Bonus feat, special ability||27|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
All of the following are class features of the Seeker of Dreams.
Weapon and Armor Proficiency: A Seeker is proficient with all simple weapons, plus the short sword, shortbow, and hand crossbow. Seekers are proficient with light armor, and the buckler, light wooden shield and light steel shield. A Seeker can cast Seeker spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a Seeker wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component.
Spells: A Seeker casts arcane spells, which are drawn randomly from the Seeker spell list. A Seeker knows every spell on the list, but can only cast those which have been randomly chosen for him to cast for that day. For the purpose of casting spells enhanced with metamagic feats, the Seeker is considered a spontaneous caster, but in all other respects, the Seeker is treated as if he prepares his spells everyday. When a Seeker sleeps 9 hours or more, he gains an amount of spells equal to his current Spells per Day (see Table: the Seeker) plus any bonus spells gained from a high Charisma score. The bonuses for each spell level listed for a high Charisma score give the Seeker guaranteed spell slots of those levels, though the selection of those spells is still random. A Seeker cannot gain any more spell slots per day by sleeping longer than 9 hours, and a Seeker cannot re-prepare used spell slots by sleeping prior to the twenty-four hour passing time since he last prepared his spells (though he may prepare any non-prepared spell slots then).
Unlike the base rate of spells per day, bonus spells gained from a high Charisma score cannot be used at first level, but are unlocked at the following rate: 1st level spells at 2nd level, 2nd level spells at 4th level, 3rd level spells at 7th level, 4th level spells at 10th level, 5th level spells at 13th level, and 6th level spells at 16th level. To cast a spell, a Seeker must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a seeker’s spell is 10 + the spell level + the Seeker’s Charisma modifier.
When a Seeker prepares his spells, the DM rolls two d% (1d100) for each spell slot. The first result will determine the spell level of the spell slot (marked in brackets ) while the second result will determine the actual spell that takes up the spell slot (in parenthesis). A Seeker may choose to leave a spell slot unprepared.
Seekers choose their spells from the following list:
0—[01-16] cure minor wounds (01-20), chill touch (21-46), dancing lights (47-57), ghost sound (58-70), mending (71-85), prestidigitation (86-95), purify food and drink (96-100)
1st— [16-36] calm animals (01-08), cause fear (09-15), cure light wounds (16-22), detect secret doors (23-27), detect snares and pits (28-33), endure elements (34-41), faerie fire (42-48), feather fall (49-55), magic weapon (56-66), reduce person (67-70), shocking grasp (71-83), sleep (84-88), true strike (89-94), ventriloquism (95-100)
2nd— [37-57] bear's endurance (01-14), cat's grace (15-21), cure moderate wounds (22-28), continual flame (29-36), darkvision (37-42), enthrall (43-49), find traps (50), ghoul touch (51-66), invisibility (67-74), knock (75-80), locate object (80-85), reduce animal (86-88), rope trick (89-90), spectral hand (91-95), touch of idiocy (96-100)
3rd— [58-73] arcane sight (01-08), bestow curse (09-18), cure serious wounds (19-28), deep slumber (29-36), diminish plants (37-38), discern lies (39-44), helping hand (45-48), keen edge (49-56), greater magic weapon (57-67), misdirection (68-75), nondetection (76-82), phantom steed (83-90), protection from energy (91-100)
4th—[74-87] break enchantment (01-12), contagion (13-17), cure critical wounds (18-25), dimension door (26-35), dispel magic (36-43), freedom of movement (44-55), hallucinatory terrain (56-60), legend lore (61-67), resilient sphere (68-79), rusting grasp (80-92), spell immunity (93-100)
5th— [88-95] mass cure light wounds (01-14), control winds (15-21), death ward (22-28), dispel law (29-33), dream (34-41), false vision (42-49), mirage arcana (50-57), mislead (58-63), nightmare (64-70), seeming (71-76), sending (77-81), spell resistance (82-87), symbol of sleep (88), teleport (89-93), true seeing (94-100)
6th— [96-100] animate objects (01-13), antilife shell (14-25), mass bear's endurance (26-35), mass cat's grace (36-45), heroes feast (46-53), irresistible dance (54-60), spellstaff (61-73), transformation (74-88), word of recall (89-100)
Bonus feats: At 1st level and every four levels afterward, a Seeker may choose a bonus feat from the following list if he meets the requirements for it, if any: Acrobatic, Agile, Alertness, Dodge, Improved Initiative, Investigator, Iron Will, Leadership, Lightning Reflexes, Persuasive, Run, Skill Focus (any Seeker class skill), Stealthy and Toughness.
Age Regression: Once somebody becomes a Seeker of Dreams, they are dedicated to their journey of studying the Dreams. The first, and most immediate, result of this dedication is that the Seeker finds himself joined to the Dreams via a mystical connection that he feels as a strange and wonderful rippling behind his eyes, as if water as gentle as air was being washed over them. It is shortly after this connection is affirmed that the energies from the Dreamscapes begin to flow into the Seeker, radically changing him. Some arcane scholars have theorized that this change must happen so the Seeker will be able to find and wield the powers of the Dreams. Others say that the transformation is a blind side-effect of the transcendence a Seeker first goes through. Still other scholars say that the flow of energy is not the direct cause of the change, but that it is simply that the Seeker, under exposure of the sheer magic of the Dreams, remembers a time when their hopes and dreams were pure and undiluted, and they change to match that stage in their lives. For whatever reason the change occurs, it is definitely one of the most fascinating things about the journey of the Seeker, and it is part of what gives the class its unique flavor.
The first and most dire of these radical changes is that the Seeker's body reverts to seeming "childhood" stage the first night upon becoming a Seeker. Though physical statistics are affected by this, the Seeker's mental attributes, including skill ranks, class levels and abilities, and his Intelligence, Wisdom and Charisma score are unaffected. The Seeker's size changes to one size smaller, and he gains a -4 inherent penalty to Strength and Constitution. He also gains a -10 to Speed due to his lost size if he was originally Medium sized or a -5 if he was originally Small sized. If the Seeker had facial hair before adulthood, he may choose to keep it, but if not, then it falls out and does not grow back. If the Seeker had lost any hair to natural balding, that hair may grow back at its natural rate. If the Seeker had lost any of his senses (sight, hearing, etc), partially or entirely, from age or ailment, then the Seeker gains those senses back in full. Any unwanted scars that the Seeker gained after adulthood are erased, leaving behind perfectly healthy tissue. Any missing body parts that the Seeker lost after adulthood are restored in their entirety. The Seeker's age category is reverted to the half-way point of the previous age category.
Though the Seeker has been reverted in age, he continues to age and grow normally. If the Seeker should age so much as to put him into the next age category before he reaches tenth level in Seeker of Dreams, the powers of the Dreamscapes abandon him and he is reverted to the form he had before he became a Seeker of Dreams. He loses all Seeker spells and abilities except for weapon and armor proficiencies, and he gains back the years that were reverted from him when he became a Seeker. If this sudden increase in years causes the character to go beyond his maximum age limit (as rolled secretly by the DM), then he immediately dies and cannot be resurrected. If the character does not die, only a wish or miracle spell, followed immediately by an atonement spell, which must be followed immediately by a deep slumber spell can give the character back his status as a Seeker. However, if the Seeker should age so much as to put him into the next age category before he has reached tenth level Seeker of Dreams, he suffers the same penalties as before, but this time he may never return to the ways of the Seeker.
As the Seeker advances in levels, he begins to be imbued with the magic of the Dreamscape. As a result, he finds some modes of moving that would normally prove difficult to be much easier. For the spell-like abilities he gains from the Seeker of Dreams class, those spell-like abilities are cast as a sorcerer of the same level the Seeker is.
Jump (at will) (Sp): At second level, the Seeker is able to use jump, as the spell, upon himself only, at will, and as a swift action.
Dream Magic Control (Su): At third level, the Seeker begins to understand the rhyme and reason of the Dreamscape, and so he learns to coax it for powerful spells. Once per day, when the Seeker is asleep and preparing his spells for the day, the Seeker may subtract a certain percentage from the chance to prepare something from one spell level and add that same percentage to the chance to prepare something from another spell level. This ability starts at 1% and increases by 1% more every three levels.
If the Seeker takes percentage points from a spell level higher than 0, then the Seeker may also subtract a number less than or equal to the spell level from the percentage and add it onto another spell level. For example, if a 9th level Seeker takes 3% from the chance to prepare a second level spell, he may also take an extra 1 or 2% off the second level spell percentile and add it onto either the same spell level he added the 3% percent to or another spell level.
Spider climb (at will) (Sp): At fifth level, the Seeker continues to be changed by the magic of the Dreamscape. The Seeker is able to use spider climb, as the spell, upon himself only, at will, and as a swift action.
Imaginary Friend (Ex): At sixth level, the Seeker is so linked with the Dreamscapes that he can bring one of the imaginary creatures dwelling there with him to the waking world. This creature is known as the Seeker's "imaginary friend". The imaginary friend is different than a wizard's familiar or a druid's animal companion, and in fact counts as a cohort, even if the Seeker does not have the Leadership feat. If the Seeker should obtain a cohort other than the imaginary friend by virtue of the Leadership feat or another class feature, then the imaginary friend vanishes as if dismissed, and cannot be retrieved until the other cohort is abandoned for the imaginary friend.
The imaginary friend is a construct composed of dream-stuff, ethereal matter and force, though its actual form appears humanoid. Unlike most constructs, an imaginary friend has thoughts, feelings, attitudes and an alignment, all of which are not controlled by the seeker (but rather by the DM). A friend can think, learn and remember, though in spite of these mental faculties, the friend is still immune to mind-affecting effects just like a normal construct. An imaginary friend's one physical attribute, Dexterity, is rolled by the Seeker upon attaining the level while the imaginary friend's mental attributes (Intelligence, Wisdom and Charisma) are rolled secretly by the DM, as if the DM was creating a normal NPC. A Seeker may change the form and abilities of his imaginary friend by sacrificing spell slots to do so, though the manner in which the friend changes is random (rolled by the DM; see The Imaginary Friend). Only three such sacrifices can be made in this way upon first gaining the imaginary friend, though other opportunities for additional sacrifices are available at later levels. Once a result is determined for a sacrificed spell slot (or slots if a single sacrifice involved more than one), that result is treated as "roll again" for the purpose of choosing another result once another sacrifice has been made. Sacrificed spell slots may never be used unless the imaginary friend is dismissed or destroyed. Only the Seeker and other imaginary friends can see the imaginary friend for what it truly is. Ethereal creatures can see the friend, though they only see a vague shape that marks its present location and size, but no other details.
An imaginary friend's attacks are considered force effects, and can affect ethereal and incorporeal creatures as well as material foes. An imaginary friend's attacks are also considered magical for the purposes of overcoming damage reduction. An imaginary friend shares all at-will abilities that its Seeker has gained from the Seeker of Dreams class. While the friend's opinions and alignment may affect under what circumstances they will fight, an imaginary friend will always attack those who attack them first and will usually attack those who attack the Seeker. If the Seeker should die, the imaginary friend is instantly sent back to the Dreamscapes, as if it was dismissed (though it may be retrieved for no cost if the Seeker is raised, resurrected or reincarnated). If the imaginary friend is destroyed, the Seeker must make a Will save (DC 10 + any leftover damage that reduced the friend past 0 hp + the number of spell slots sacrificed into the friend) or lose 10 x the HD of the imaginary friend in XP points. This can never result in a level loss. A new imaginary friend can only be gained after a week has past after the old one was dismissed or destroyed. The new one is created in the same manner the old one was.
If an old imaginary friend is retrieved or a new one obtained, the Seeker may choose to reinvest spell slots if he was eligible to do so before. The same rules about sacrificed spell slots apply to these as well.
An imaginary friend does not gain experience and does not advance in character levels or by HD except for by sacrificing spell slots to do so, or by powerful magic (such as a limited wish spell; the DM has the final say-so). Defeating an imaginary friend does not reward experience.
Any feats the Imaginary Friend gains as a result of a spell slot sacrifice count, whether or not it actually meets the requirements for those feats. All energy damage gained to natural attacks is surpressable. Any bonuses that would apply to Constitution scores still apply a +1 bonus to health per HD and a +1 bonus to Fort saves per 2 bonus points granted. Any bonuses that would apply to Strength scores apply to the friend's Dexterity score instead.
The Imaginary Friend is an incorporeal Medium Construct. It has 3 HD and a single class level, which the Seeker may choose from the following list: Barbarian, Fighter, Monk or Rogue.
The Imaginary Friend "(Ex)": Random Imaginary Friend Alignments: (01-05) Lawful Good, (06-14) Neutral Good, (15-25) Chaotic Good, (26-32) Lawful Neutral, (33-43) Neutral, (44-64) Chaotic Neutral, (65-70) Lawful Evil, (71-79) Neutral Evil, (80-90) Chaotic Evil, (91-100) Roll again
1 Spell Slot Sacrifice List:
- (01-03) Friend turns: red (01-15), orange (16-18), yellow (19-30), green (31-35), blue (36-50), violet (51-56), grey (57-70), white (71-86), black (87-100)
- (04-08) Friend grows small horns (style chosen by DM)
- (09-15) Friend becomes part horse [Speed +20 ft, -2 Charisma score, gain Run feat]
- (16-22) Friend becomes part bird [Gain wings and flight speed equal to land speed/average, +2 Dexterity]
- (23-29) Friend becomes part bear [Gain Claw and Bite attack as a black bear, gain Track feat; these new attacks replace any Bite or Claw attacks already possessed]
- (30-36) Friend becomes part wolf [Gain Bite attack as wolf, gain Scent; this Bite attack replaces any Bite attack already possessed]
- (37-43) Friend becomes part tiger [Gain Claw and Bite attack as a tiger, +2 Wisdom; these Claw and Bite attacks replace any Bite or Claw attacks already possessed]
- (44-50) Friend becomes part lion [gain Claw and Bite attack as a lion, +2 Charisma; these Claw and Bite attacks replace any Bite or Claw attacks already possessed]
- (51-57) Friend becomes part reptile [gain Claw attack as a deinonychus, +2 Intelligence; this Claw attack replaces any Claw attack already possessed]
- (58-64) Friend becomes part plant [gain Damage Reduction 10/slashing, gain vulnerability to fire]
- (65-70) Friend grows bigger [size changes to one category bigger]
- (71-76) Friend grows smaller [size changes to one category smaller]
- (77) Friend grows another eye (or eyes, DM's choice)[gain low-light vision and darkvision 100 ft]
- (78-80) Friend grows bigger and badder [gain +1 HD and move alignment one step closer to Evil]
- (81-84) Friend grows lots of shaggy, wild hair [gain 1 level of Barbarian and alignment moves one step closer to Chaotic]
- (85-89) Friend's build turns solid and its limbs grow calloused [gain 1 level of Monk and alignment moves one step closer to Lawful]
- (90-93) Friend's hands and feet glow with red light [gain +1d4 fire damage to Claw and Slam attacks]
- (94-98) Friend's hands and feet glow with blue light [gain +1d4 cold damage to Claw and Slam attacks]
- (99-100) Friend's hands and feet glow with white light [gain +1d4 electricity damage to Claw and Slam attacks]
Fly (at will) (Sp): At eighth level, the Seeker becomes so attuned to the magic of the Dreams that he can call upon greater powers of movement at will. The Seeker is able to use fly, as the spell, upon himself only, at will, and as a swift action.
Overland flight (at will) (Sp): At tenth level, the Seeker is able to use overland flight, as the spell, upon himself only, at will, and as a swift action.
Improved Imaginary Friend: At twelfth level, the Seeker's imaginary friend gains a free random bonus from the Improved Imaginary Friend list (see The Improved Imaginary Friend). Upon attaining the level, the Seeker may choose to sacrifice spell slots to change his friend according to the Improved Imaginary Friend list or the original Imaginary Friend list. Only two such sacrifices can be made in this way, and spell slots sacrificed in this way may never be used unless the friend is destroyed.
The Seeker also gains the ability to see other imaginary friends.
The Improved Imaginary Friend "(Ex)":
Base Upgrade/1 Spell Slot Sacrifice List:
- (01-03) Friend's eyes fill with golden light [gain ability to turn and destroy undead as a cleric and alignment moves one step closer to Good; cleric level = HD]
- (04-06) Friend's eyes darken and gain black circles around them [gain ability to rebuke and command undead as a cleric and alignment moves one step closer to Evil; cleric level = HD]
- (07-12) Friend becomes fast on his feet [gain +4 Dexterity and Speed +10 ft]
- (13-17) Friend becomes extraordinarily devious [gain 1 level of Rogue and alignment moves one step closer to Neutral (on either spectrum)]
- (18-24) Friend becomes tougher [gain +2 HD and Damage Reduction 10/magic or adamantine]
- (25-29) Friend grows a crown of horns [gain +2 Intelligence, +2 Wisdom, and +2 Charisma]
- (30-34) Friend becomes part machine [gain +2 HD, Spell Resistance equal to 11 + HD and alignment moves one step closer to Lawful; if already Lawful, gain +3 HD instead]
- (35-41) Friend becomes part fiend [gain the Half-Fiend template; if already Evil, gain +1 HD as well; this template replaces the Half-Fiend template if it is possessed]
- (42-48) Friend becomes part celestial [gain the Half-Celestial template; if already Good, gain +1 HD as well; this template replaces the Half-Celestial template if it is possessed]
- (49-50) Friend becomes part dragon [gain +1 HD and the Half-Dragon template]
- (51-57) Friend's hands and feet become wreathed in fire [gain +1d6 fire damage to Claw and Slam attacks and gain Fire Resistance 10; if already possessing fire damage, replace both damage dice with a single +1d10 instead]
- (58-64) Friend's hands and feet begin to collect ice [gain +1d6 cold damage to Claw and Slam attacks and gain Cold Resistance 10; if already possessing cold damage, replace both damage dice with a single +1d10 instead]
- (65-71) Friend's hands and feet become crackle with electricity [gain +1d6 electricity damage to Claw and Slam attacks and gain Electricity Resistance 10; if already possessing cold damage, replace both damage dice with a single +1d10 instead]
- (72-75) Friend's battle prowess becomes heightened [gain 1 level of Fighter and the Power Attack feat]
- (76-80) Friend adopts the essence of fire [gain Fire subtype and +2 HD]
- (81-85) Friend adopts the essence of the tundra [gain Cold and Earth subtypes and +1 HD]
- (86-90) Friend adopts the essence of water [gain Water subtype and +2 HD]
- (91-95) Friend adopts the essence of air [gain Air subtype and +2 HD]
- (96-100) Friend adopts the essence of its alignment [gain the Good, Evil, Lawful or Chaotic subtype if the friend's alignment matches one of those subtypes; the friend can only gain one of these subtypes; all of the friend's natural weapons are treated as holy (if good), unholy (if evil), axiomatic (if lawful) or anarchic (if chaotic)]
2 Spell Slot Sacrifice List
- (01-33) Friend's Slam attacks are treated as +2 Thundering weapons
- (34-66) Friend's Claw attacks are treated as +2 Keen weapons
- (67-99) Friend's Bite attack is treated as a +2 Wounding weapon
- (100) Friend's natural weapons are treated as +3 weapons
Special Ability: At fifteenth and twentieth level, a Seeker is allowed to pick one special ability from the following list. Special abilities may not be picked twice:
Perfect Imaginary Friend "(Ex)": Upon gaining this special ability, the Seeker may choose to sacrifice spell slots to change his friend according to the Improved or original Imaginary Friend list. The Seeker may choose to rule out one result on one list and treat it as a "Roll again". Only one such sacrifice can be made in this way, and spell slots sacrificed in this way may never be used unless the friend is destroyed.
Inspire Flight "(Su)": As a full-round action, the Seeker may deliver a stunning oratory about the power of the Dreamscape. He makes a Perform (oratory) check, and determine the effect from his result. He may take 10 on this, but he cannot take 20. A result of 10 or under gives no effect. A result of 11 to 20 grants all of his allies (including himself) who can hear him the ability to fly as the spell. A result of 21 to 30 grants all of his allies (including himself) who can hear him the effects of fly or overland flight (Seeker's choice) and the effects of haste. A result of 31 to 39 grants all of his allies (including himself) who can hear him the aforementioned effects plus cat's grace. A result of 40 or higher grants all of his allies (including himself) who can hear him the aforementioned effects plus eagle's splendor. Treat all effects as at a caster level equal to the Seeker's class level.
Nightmare Magic "(Su)": The Seeker gains a working knowledge of the magic involving nightmares. This knowledge manifests itself in two ways. Once per day, the Seeker is able to cast phantasmal killer as a spell-like ability. This version of phantasmal killer cannot be turned against the Seeker. If the Seeker uses this ability against a sleeping target, the spell ignores all spell resistance. Additionally, if the victim has 7 HD or less, they automatically fail their Will save to disbelieve. If the victim has 8 HD or more, they recieve a -7 circumstance penalty to their Will save to disbelieve. Caster level equal to the Seeker's class level.
The Seeker also gains the ability to call nightmares to his aid. Once per week, the Seeker is able to cast greater planar binding as a spell-like ability. The Seeker must make a Knowledge (the planes) check (DC 10 + total HD of the creature/s to be called) in order to be able to call the creatures at all (the check is made at the time of the casting; a retry is allowed at the DM's judgment). The Seeker may use this spell only to call Nightmares, Night Hags, Gibbering Mouthers, Nightwings, Will O' Wisps, or Fiendish Dire Animals. Even if the Seeker wouldn't be able to communicate with these creatures normally, the spell allows the creatures within to perfectly understand what he is saying to them and it allows the Seeker to perfectly understand what the creatures say to him. This does not mean that the communication will make sense: it is possible for things to be "lost in translation". The spell does not translate anything that doesn't make sense to begin with. Caster level equal to the Seeker's class level.
A Seeker who becomes lawful in alignment or his' Wisdom score goes up to 13 cannot progress in levels as a Seeker of Dreams, though he retains all his Seeker abilities and spells.
Unlike the most Chaotic Classes, This class is not class for multiclassing. A Seeker who multiclasses, or if already multiclassed, raises a level in anything other than Seeker of Dreams, Rogue, Bard, Sorcerer or Dread Pirate may never again raise his Seeker level, though he retains all of his Seeker abilities and spells.
A Seeker who ages into the next age category before reaching level ten of Seeker is cut off from his power to the Dreams (see Age Regression).
Epic Seeker of Dreams
|21st||Dream magic control (7%)|
|24th||Bonus feat, dream magic control (8%)|
|27th||Dream magic control (9%)|
|30th||Dream magic control (10%)|
6 + Int modifier skill points per level.
Dream magic control: The Seeker of Dreams continues to learn the method behind the madness of the Dreams, and exploits that method to gather powerful spells. The percentage that he may take away from the chance to prepare a spell of one spell level and add that percentage to the chance to gain another spell level increases every three levels.
Bonus Feats: The epic Seeker of Dreams gains a bonus feat (selected from the list of epic Seeker of Dreams bonus feats) every three levels after 20th. He also gains bonus feats every four levels as normal, but instead of gaining these from a separate list, he gains them from the epic Seeker of Dreams bonus feats as well, if he meets the requirements for them.
Epic Seeker of Dreams Bonus Feat List: Augmented Alchemy, Distant Shot, Epic Leadership, Epic Prowess, Epic Reflexes, Epic Reputation, Epic Speed, Extended Life Span, Great Charisma, Great Dexterity, Improved Combat Casting, Legendary Commander, Spell Stowaway, Spontaneous Spell, Superior Initiative
Human Seeker of Dreams Starting Package
Armor: Studded Leather (+3 AC, armor check penalty -1, arcane spell failure chance n/a, speed 20 ft, 10 lbs)
Weapons: Morningstar (1d6/x2, 5 lbs, one-handed, bludgeoning and piercing)
Shortbow (1d4/x3, range inc. 60 ft, 2 lbs, piercing)
Skill Selection: Pick a number of skills equal to 6 + Int modifier.
Feat: Quick Draw
Bonus Feats: Point Blank Shot, Improved Initiative
Gear: Backpack with waterskin, one day's trail rations, bedroll, and flint and steel. Three torches. Quiver with 20 arrows. Spell component pouch.
Gold: 2d4 gp
Playing a Seeker of Dreams
The attitude and personality of a Seeker can be wild and varied. Some are cold, calculating minds staving off death from old age. Some are obsessed with the magic of the Dreams and seek to make what they experience in it reality. Some are adults who never really did grow up, and so the transition came naturally to them. Most Seekers have a mild to moderate detatchment to the world, since they don't quite fit in and feel more at home when in the Dreamscapes.
Religion: Seekers do not share a particular taste for any one religion. Some may treat their connection to the Dreamscapes very religiously, but that is not to say that they worship it. Seekers may revere deities with the Dream domain, though some of the more wicked ones may find themselves following a deity with the Darkness domain as well.
Other Classes: Seekers, by their nature, benefit most when in a group that has characters that fulfill primary roles. The Seeker, despite their immature appearance, may very well become the "face" of the group. A talented Seeker can hold his own in battle, though he may falter when exposed to long, drawn out combat or to a few enemies who move fast and hit hard.
Combat: The battle strategy of the Seeker changes as he levels. He does better in long range combat than melee, though a Seeker who charges into battle is not unimaginable.
Advancement: Because of the Seeker's multiclass restrictions (along with his race to achieve level 10 before he gains the next age category), it is best if the Seeker stay full Seeker until level 10. After that, two levels of Rogue would do wonders for the Seeker. A Seeker in a big party might want to cross-class into Bard for the bardic music abilities (playing music while flying is incredibly epic). The Seeker may also multiclass with Dread Pirate, mostly for flavor though it would make excellent roleplaying for a "child" to be bossing around a crew of pirates with a large part-horse, part-dragon Imaginary Friend looming over his shoulder. A Warlock/Seeker of Dreams would be a deadly combination, but once the character starts sinking levels into Seeker, he can't stop until he's level 10 or else he risks losing all of his special Seeker stuff.
Seekers in the World
The Seeker of Dreams has a difficult time fitting in with any society, simply because of his connection to the Dreams. Because of this, many Seekers develop wanderlust and become nomads. Some even leave the Material Plane altogether and travel the Multiverse as they see fit. For worlds with low magic, the Seeker is a freak, an outcast, an unnatural being. For worlds with high magic, the Seeker is just another person trying to find their niche.
|“||I know it's in there. Somewhere, hidden under an imaginary rock or behind a figurative tree, it's gotta be there. Why else would we go there unless there was something to be learned? There's inspiration there, secret power, I know there is. There has to be.||”|
|—Gilmandoras Allimingwei, half-elven Seeker telling his companions about his trade.|
Seekers best thrive in arcane universities or bardic colleges, though the open road is a good a place as any for most.
Daily Life: Some Seekers have fallen into the folly of sleeping most of the day away. Aside from this, Seekers tend to live the exciting, high-risks life of an adventurer. A few many find their way into a place of teaching or a small community of Seekers. Seekers of tenth level and higher have been known to spend entire days in the air, even going so far as to craft magical floating bedrolls to sleep on at night. Some Seekers turn into "night owls", conducting business in the cool of the night and going to sleep after the sun rises.
Notables: Gilmandoras Allimingwei is one of the most avid Seekers to date. He is the top professional of his field and a leading researcher in the study of the Dreamscapes. He has honorary professorship at a few colleges, but is normally too aloof to bother teaching anything. He is also the legendary owner of the Heaven's Sake Inn, a critically acclaimed hotel with the most comfortable beds in all the land.
Organizations: Much in the way Druids gather for secret rites and holidays, Seekers may gather to share their knowledge with other Seekers. Seekers, due to their common connection to the Dreamscapes, feel a kinship to one another on a profound level. At rare times, when a particularly exciting resonance ripples through the realms of Dream, Seekers may feel the call to gather and delve deeper into the mystery.
NPC Reactions: Normal reactions would focus mostly around the Seeker's appearance. They will most likely be looked down upon because they're "children". Most people don't have a clue what a Seeker truly is, and so misconceptions and sometimes vile inaccuracies abound. Seekers usually either allow a bigger person to do all of the talking or use their Charisma to compensate for their size. Seekers with powerful Imaginary Friends may decide that inspiring fear is the best way to get people to do what they want, and so that's partially where the bad rumors derive.
While the Seeker is privy to the knowledge of his fellow Seekers, the non-Seeker usually knows next to nothing about them. An educated person could probably guess a few things and a highly educated person could probably have a working knowledge of them.
Characters with ranks in Knowledge (arcana) can research the Seekers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||Seekers are childlike and funny looking. Seekers can also be dangerous.|
|10||Seekers use arcane magic and possess incredible abilities.|
|15||Some Seekers can fly whenever they want to. Seekers may also have invisible friends that follow them around.|
|20||Seekers are arcane spellcasters that derive their power from their connection to the Dreamscapes.|
Seeker of Dreams in the Game
PC Seekers mainly play support roles, though a really creative one could possibly make a Seeker a great archer while using the Imaginary Friend as muscle on the ground. NPC Seekers may avoid fighting unless they are at an advantage or unless they know they can escape quickly.
Adaptation: This class, in my humble opinion, is really well thought up to begin with. Giving a greater emphasis on the Dreamscapes could give this class more depth, or changing the focus to a different, higher realm or state of "dreaming" could work better with the campaign world. If a DM chooses to tone down some of its abilities, stripping the Special Abilities at fifteenth and twentieth level doesn't hurt the class that much. If the DM chooses to upgrade some of its abilities, replacing some of the lesser spells for more offensive ones would work.