Somewhere between reality and the dream world lies the realm of living dreams. It is in this place that the mind of dreamweaver dwells, mastering the fears of the subconscious and forming them into semi-substantial manifestations. The dreamweaver peers into the dreams and nightmares of others, seeking to understand what people fear, and how best to exploit it. Through masterful control over the subconscious, the dreamweaver draws energy from the Ethereal Plane and forms it into a creature called an apparition. This apparition serves as both companion and servant, carrying out its creator’s will. Not only can the dreamweaver bring such a creature into existence, he can summon monsters from the same dream-stuff as his apparition. Though deemed as unorthodox by both summoners and bards, the dreamweaver walks his chosen path without fear or regret. (Original Concept by Oceanshieldwolf)
Primary Class: Bard.
Secondary Class: Summoner.
Hit Dice: d8.
Bonus Skills and Ranks: The dreamweaver adds the summoner’s Fly (Dex), Handle Animal (Cha), and Ride (Dex) class skills and adds them to the normal bard class skills. The dreamweaver gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The dreamweaver is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. The dreamweaver is also proficient with light armor, but not with shields. A dreamweaver can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a dreamweaver 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. A multiclass dreamweaver still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: The dreamweaver casts arcane spells drawn from the bard spell list, and otherwise prepares and casts spells as a bard equal to the dreamweaver’s level. In addition, the dreamweaver adds the following summoner spells to his list at the indicated levels: 1st level–life conduit†, mage armor, mount, summon monster I, unfetter; 2nd level–evolution surge (lesser)*, mount (communal)†, restore eidolon (lesser), summon eidolon*, summon monster II; 3rd level–control summoned creature, devolution*, evolution surge*, fly, life conduit (improved) †, restore eidolon, summon monster IV; 4th level–evolution surge (greater)*, purified calling*, summon monster V, summoner conduit†, transmogrify*; 5th level–life conduit (greater)†, summon monster VI; 6th level–overland flight, summon monster VII. (*Advanced Player’s Guide, Ultimate Magic, †Ultimate Combat)
Apparition: A dreamweaver begins play with the ability to call to his side a powerful outsider from the Ethereal Plane called an apparition. Unlike a summoner, a dreamweaver can summon his apparition through a ritual that requires only 1 standard action. The apparition is not as powerful as an eidolon, and uses Table: Apparition Base Statistics for its level progression.
An apparition is a fragment of a vivid or unusual dream come to life and lingers on the Ethereal Plane. To survive, this apparition needs the power of living will, imagination, and emotion to sustain it. Thus, it’s willingness to come to the beckon call of the dreamweaver. An apparition seeks out mortal minds, appearing as a shadowy and often frightful dream figure, but its true appearance is vague and nebulous, save for its base form. The dreamweaver may alter this base form through evolutions, just as a summoner uses evolutions to alter his eidolon. However, due to its amorphous nature, and although it appears to others in its general form (including evolutions), its specific appearance differs from person to person, but is always determined by the viewer’s fears, feelings, and emotions. Also, due to the apparition’s incorporeal nature, it is unable to use or hold magical items. This ability functions like the summoner’s eidolon ability, except for changes described in this entry or hereafter. This ability replaces bardic knowledge, inspire competence, and lore master.
Bardic Performance: This is exactly like the bard ability of the same name. The dreamweaver gains the following performance.
Ghostly Emanation (Su): At 1st level, a dreamweaver can use his performance to give himself a translucent, ghostly visage. Any mundane or magical disguise on the dreamweaver is affected by this illusion as well; for example, if the dreamweaver isdisguised as the king or a sahuagin, he looks like a ghostly version of the king or a sahuagin. The dreamweaver’s ghostly form may have a pale green, blue, or violet coloration, or a muted version of his normal appearance. This performance does not actually make the dreamweaver a ghost or provide any incorporeal abilities. If the dreamweaver so chooses, he can make himself appear to float slightly above the ground, though he is actually still on the ground. Any creature that interacts with the glamer must make successful Will save (DC 10 + 1/2 the dreamweaver’ level + the dreamweaver’s Cha modifier) or become shaken.
In addition, the dreamweaver sheds an eerie aura of greenish light in a 30–foot emanation that bolsters his allies against fear and improves their defense abilities. To be affected, an ally must be within this emanation and able to perceive the bard’s performance. Any ally within this emanation receives a +1 morale bonus on saving throws against fear effects and a +1 dodge bonus to Armor Class. At 5th level, and every six dreamweaver levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Ghostly emanation is an illusion (glamer), enchantment (compulsion), mind-affecting ability. Ghostly emanation relies on visual components. This ability replaces inspire courage.
Doomscape (Su): At 6th level, a dreamweaver gains the doomscape performance. Doomscape functions exactly like the bard’s dirge of doom performance, except that when this performance is used, it creates a fearsome image, whether a creature or scene that enhances the performance. This additional effect is maintained for as long as the performance continues and functions like the silent image spell. Doomscape relies on visual components. This ability replaces suggestion.
Frightening Tune/Strain of Repose: At 12th level, a dreamweaver may choose the bard’s frightening tune performance or the strain of repose performance. Once the choice is made, it cannot be changed. Frightening tune functions exactly like the bard performance of the same name. Frightening tune is a mind-affecting fear effect.
If the dreamweaver chooses strain of repose, he can use his performance to remove fear in his allies. To be affected, an ally must be able to hear the dreamweaver perform and be within 30 feet. This automatically removes any frightened or shaken conditions in effect. In addition, each ally within range that is under the effects of a fear spell or spell-like ability that has bestowed the panicked condition receives a second saving throw with a +2 morale bonus. If the save succeeds, the fear effect is negated and the creature is immune to any additional fear effects for 24 hours. If the save fails, the fear effect remains. This ability requires 1 full round to perform, and expends three rounds of performance. Frightening tune and strain of repose relies on audible components. This ability replaces soothing performance.
Horrifying Image (Su): At 14th level, a dreamweaver can use his performance to draw upon the fears of the target’s subconscious mind and manifest them as the most horrid beast imaginable. The target of this performance sees only a vague shape. The target first receives a Will save (DC 10 + 1/2 the dreamweaver’ level + the dreamweaver’s Cha modifier) to recognize the image as unreal. If that save fails, the image touches the target and the target must succeed on a second Will save (DC 10 + 1/2 the dreamweaver’ level + the dreamweaver’s Cha modifier) or become frightened. Even if the second Will save is successful, the subject takes 3d6 points of damage due to the disturbing effects it takes upon its mind. This ability requires 1 full round to perform, and expends four rounds of performance. Horrifying image is an illusion (phantasm), mind-affecting fear effect. This ability replaces frightening tune.
Spirit of Vengeance (Su): At 18th level, a dreamweaver can use his performance to create a ghastly, spectral image of a corpse to rise up from the ground, shrieking for vengeance before it vanishes in a burst of unnatural light. This phantom then unerringly seeks out the target of this effect, as long as that creature is on the same plane. Only the target of this performance can see the phantasmal image. The dreamweaver and any others who witness the performance see only a vague shape. The target first gets a Will save (DC 10 + 1/2 the dreamweaver’ level + the dreamweaver’s Cha modifier) to disbelieve the illusion. If that save fails, the target must succeed on a second Will save (DC 10 + 1/2 the dreamweaver’ level + the dreamweaver’s Cha modifier) or become panicked. Even if the second Will save is successful, the target takes 5d6 points of damage due to the disturbing effects it takes upon its mind. The dreamweaver knows immediately if the phantasmal image has succeeded or failed in its attack. Using this ability expends six rounds of performance. Spirit of vengeance relies on audible and visual components. Spirit of vengeance is an illusion (phantasm), emotion, mind-affecting fear effect. This ability replaces mass suggestion.
Terrifying Performance (Su): At 20th level, a dreamweaver can use his performance to transform into a large and terrifying version of himself. Upon completing this performance, the dreamweaver is subject to frightful aspect (as the spell), but only for a number of rounds equal to the dreamweaver’s level + his Cha modifier. Using this ability requires a standard action to perform and expends six rounds of performance. Terrifying performance relies on audible and visual components. Terrifying performance is an illusion (phantasm), mind-affecting fear effect. This ability replaces deadly performance.
Life Link (Su): At 1st level, the dreamweaver gains the summoner’s life link ability. This ability replaces countersong.
Dreamscape: At 2nd level, the dreamweaver’s control over his performances is unparalleled. He gains Lingering Performance as a bonus feat, allowing his performances to continue even after he ceases to maintain them.
Summon Dreambeast I (Sp): Starting at 2nd level, a dreamweaver can cast summon monster I as a spell-like ability a number of times per day equal to 3 + his Charisma modifier. Drawing upon this ability uses up the same power as the dreamweaver uses to call his apparition. As a result, he can only use this ability when his apparition is not summoned. This ability functions exactly like the summoner’s summon monster ability, except that the dreamweaver’s highest spell level of summon monster he can cast is summon monster VI at 17th level. Any monsters that the dreamweaver summons with this ability (or an equivalent spell) are formed from the very depths of the dreamweaver’s subconscious. As such, they are only partially substantial, and like an apparition, are considered to have concealment, granting them a 20% chance that an attacker misses because of the concealment. They also benefit from the link and shared mind abilities described in the apparition entry. This ability replaces versatile performance.
Bonded Senses (Su): At 3rd level, a dreamweaver gains the summoner’s bonded senses ability. This ability replaces the bard’s shield proficiency.
Shield Ally (Ex): At 4th level, a dreamweaver gains the summoner’s shield ally ability. This ability replaces dirge of doom.
Aspect (Su): At 10th level, a dreamweaver gains the summoner’s aspect ability. This ability replaces jack-of-all trades.
Life Bond (Su): At 13th level, a dreamweaver gains the summoner’s life bond ability.
Merge Forms (Su): At 16th level, a dreamweaver gains the summoner’s merge forms ability. This ability replaces inspire heroics.
Table: Dreamweaver Spells Known