Download d20 Adamant Entertainment Dreamscapes PDF

Titled20 Adamant Entertainment Dreamscapes
Tags Philosophical Science Magic (Paranormal) Dream
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Table of Contents
                            Front Cover
Credits
Introduction:  A Dream Within A Dream
Chapter 1: Sleep Hath Its Own World
	Planar Traits
		Morphic Traits
		Elemental & Energy Traits
		Physical Traits
	Example Dream Planes
		The Between
		The Realm of Reverie
		The Plane of Essence
		The Ten-Tiered Dream of Morpheus
		Orbs of Terror
		The Endless Tower
	Dream Point System
	Types of Planes
Chapter 2: To Sleep! Perchance to Dream
	Types of Dreamers
		Slumbering Characters
		Awakened Characters
		Corporeal Characters
		Natives
	Dreamer Templates
	Awakened Racial Traits
	Trueborn Racial Traits
	Aspect Levels
		Aberrant
		Aligned
		Draconic
		Elemental-born
		Fey-blooded
		Green-heart
		Luminary
		Paragon
		Planar
		Terran
		Totem
	Surreal Class Features
Chapter 3: Why Not?
	Skill Dream Actions
	New Skills
	Feats: Dream Benefits
	New Feats
	Equipment: Dream Items
		Symbols and Symbolism
		Item Charts: Weapons and Armor
		Item Charts: Goods
		Superior, Alchemical and Dreamwrought Items
Chapter 4: Boldness Has Genius
	Variant Spellcasting Rules
		Variant Spells
	New Spells
	New Clerical Domains
	Spell Templates
	Magical Items
		Do Intelligent Items Dream?
		New Magic Items
Appendix A:  Monsters Under The Bed
	Remaking Monsters for the Dream Plane
	Alternative Creature Dream Traits
	Special Considerations
	Monster Feats
Appendix B: Alternative Dream Abilities
	Alternative Racial Dream Traits
	Alternative Surreal Class Features
	Alternative Skill Rules
	Alternative Spell Template Rules
	Alternative Monster Traits
Open Game License
D20 MasterKit
                        
Document Text Contents
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Dreamscapes
The Definitive Guide to Worlds Beyond Sleep

Lead Designer and Writer
Joseph Miller

Additional Design and Writing
Tim Hitchcock

Editor
Tim Hitchcock

Additional Design Concepts
Adam Martin, Nathan Miller

Graphic Design and Layout
Gareth-Michael Skarka

Artwork
appears courtesy of Jupiter Media Corporation

Playtesters
J.R. Bluett, Joseph Browning, Brian Byers,
Chris Clinkenbeard, Samuel Crecelius,
Victoria French, Jason Fultz, James King,
Adam Martin, Noah Nadeau, William E. May
II, Michelle Muenzler, Chris Peterson, Eric
Stark, Suzi Yee

ALL GAME TEXT WITHIN THIS PRODUCT IS 100% OPEN CONTENT

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check. If the target fails their Diplomacy check they are treated
as if a lesser geas spell (Will save 13 + your Intelligence modifier
negates) has been cast on them.
Hasty Diplomacy: You can use the diplomatic dream actions
as a free action, but suffer a –20 penalty on your check.
Action: Full-round actions.
Special: If the target’s Diplomacy check succeeds against one
of your diplomatic abilities, then it recognizes what you were
attempting and cannot be affected by your diplomatic abilities for
one day. This also typically moves the target’s attitude towards
you one step closer to enemy, if it is not already there.

Disable Device

Dream Action: You can disable devices with increased speed.
The following table provides a list of trap types, the reduced
speed for disabling them, and the DC increase for the reduced
times:

Table 3.15: Disable Device Reduced Speed
Task Reduced Time DC
Disable simple device Free action +20
Disable typical device Standard action +25
Disable intricate device Full-round action +30
Disable complex device Full-round action +35

Enhancement Modifiers: Some devices might be enhanced and
have a higher DC than normal. Use the following to modify the
Disable Device DC for such devices:

Table 3.16: Enhancement Modifiers
Device DC*
Masterwork* +5
Dreamwrought* +10

* These bonuses apply to traps created via the Craft (Traps) skill.

Other Disable Device Uses: Disable device can also be used
to disable devices from a distance and find critical weaknesses
within the designs of a construct.
Ranged Legerdemain: You can increase the Difficulty Class
by 20 to perform a Disable Device check at a range of 30 feet.
You cannot take 10 on this check. Any object to be manipulated
must weigh 5 pounds or less.
Critical Weakness (Su): Any critical threat dealt to a construct
allows you to make a Disable Device check (DC 40). If the check
is successful, you ignore the constructs immunity to critical hits
and roll for confirmation and critical damage as normal.

Disguise

Dream Action: You have the ability to change the appearance
of yourself and others.

Table 3.17: New Disguise Uses
Task DC
Disguise Self 30
Alter Self 35
Polymorph (self only) 45
Seeming 50

Disguise Self (Sp): As per the spell.
Alter Self (Sp): As per the spell.
Polymorph (Sp): As per the spell, except it
can only be used on yourself.

Seeming (Sp): As per the spell.
Action: Full-round action.

Escape Artist

Dream Action: You can escape spells that normally restrict
movement and even squeeze through extremely tight spaces.

Table 3.18: New Escape Artist Uses
Restraint DC
Magical restraint (i.e. binding,
hold person, hold monster, web)

25 + (5 x spell level)

Dreamwrought manacles 40
Freedom of Movement 45
Extremely tight space 50

Magical Restraints (Su): You may use this skill to escape
spells that impede motion.
Freedom of Movement (Sp): As per the spell.
Extremely Tight Space: This is the DC for getting through a
space when one’s head shouldn’t even be able to fit; this can be
as small as 2 inches square for Medium-size creatures. Halve this
limit for each size category less than Medium-size; double it for
each size category greater than Medium-size. If the space is long,
such as in a chimney, multiple checks may be called for.
Quickened Escape: You may make an Escape Artist check to
escape from rope bindings, manacles, or other restraints (except
a grappler) as a full-round action, but suffer a –10 penalty on
your check. You may make an Escape Artist check from a net or
an animate rope, command plants, control plants, or entangle or
any other magical restraint spell is as a move action, but suffer a
–10 penalty on your check. You may escape from a grapple or pin
as a free action. but suffer a –10 penalty to your check. You may
make an Escape Artist check to squeeze through a tight space as a
full-round action, but you suffer a –10 penalty on your check, and
may have to make multiple checks if the space is long, such as in
a chimney.
Action: Making an Escape Artist check to escape from
magical restraints or gaining freedom of movement requires a
full-round action. Squeezing through an extremely tight space
takes at least 1 minute, maybe longer, depending on how long the
space is.

Forgery

Dream Action: You can use this skill to embed commands
and suggestions within a written document. This is done as you
write the forgery and can only affect creatures that might hold the
supposed writer of the forged document to hold some authority
over them.
Embedded Geas (Sp): You can use your Forgery check to put
an opponent who reads the forgery under a geas as per the spell.
The target gains a +35 dream bonus to their Forgery check. Note
that this bonus stacks with any bonus from the forgery demanding
something risky of the target or something contradictory to
previous knowledge, procedure, or orders. If the target fails their
Forgery check they are treated as if a geas spell has been cast on
them.
Embedded Greater Command (Sp): You can use your Forgery
check to make a greater command, as per the spell, against an
opponent who reads the forgery. The target gains a +30 dream

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bonus to their Forgery check. Note that this bonus stacks with any
bonus from the forgery demanding something risky of the target
or something contradictory to previous knowledge, procedure,
or orders. If the target fails their Forgery check they are treated
as if a greater command spell (Will save 15 + your Intelligence
modifier negates) has been cast on them.
Embedded Lesser Geas (Sp): You can use your Forgery check
to put an opponent with 7 HD or less who reads the forgery under
a lesser geas, as per the spell. The target gains a +20 dream bonus
to their Forgery check. Note that this bonus stacks with any
bonus from the forgery demanding something risky of the target
or something contradictory to previous knowledge, procedure, or
orders. If the target fails their Forgery check they are treated as
if a lesser geas spell (Will save 13 + your Intelligence modifier
negates) has been cast on them.
Embedded Suggestion (Sp): You can use your Forgery check
to make a suggestion, as per the spell, against an opponent who
reads the forgery. The target gains a +15 dream bonus to their
Forgery check. Note that this bonus stacks with any bonus from
the forgery demanding something risky of the target or something
contradictory to previous knowledge, procedure, or orders. If the
target fails their Forgery check they are treated as if a suggestion
spell (Will save 12 + your Intelligence modifier negates) has been
cast on them.
Forge Document without Sample: You can forge a document
without having seen a similar document or having a sample of the
handwriting to be copied, but the reader gains a +20 dream bonus
to their Forgery check. Note that this bonus stacks with any
bonus from the forgery demanding something risky of the target
or something contradictory to previous knowledge, procedure, or
orders.
Speed Writing: You can forge one page as a full-round action,
but suffer a –20 penalty on your check.
Action: None. Embedding a geas or suggestion is made as
part of forging a document.
Special: A single forgery can affect up to your HD worth of
creatures before it loses its embedded power. If used against a
creature with more HD than you it has no effect and its power is
wasted. If the target’s Forgery check succeeds against one of your
embedded abilities, then it recognizes what you were attempting
and cannot be affected by your embedded abilities for one day.
This also typically moves the target’s attitude towards you one
step closer to enemy, if it is not already there.

Forgery and Dream Marks

If using the dream mark variant the Forgery skill has
additional uses as detailed below:
Forging Another’s Dream Mark (Su): To forge a dream mark
you must have examined that creature’s dream mark for at least
ten minutes and make a Forgery check with a penalty equal
to 10 + the effective character level and Charisma modifier of
the creature who is having their dream mark forged. Thereafter
whenever you would normally leave a dream mark you can leave
a forgery of that creature’s dream mark behind instead. You can
only keep a repertoire of other creature’s dream marks equal
to your Intelligence modifier (minimum 1). You may “lose”
knowledge of a creature’s dream mark at any time and gain a new
one.

The GM makes the check secretly so you are not sure how
good the forgery is. You don’t need to make a check until
someone examines the work. This Forgery check is opposed by
the Forgery skill of the person who examines the dream mark for
authenticity.
Viewer’s Check Modifier: The viewer gains bonuses or
penalties to his Forgery check as described in the table below:

Table 3.19: Viewer Modifiers
Condition Modifier
Viewer only casually reviews the dream
mark

–2

Dream mark not known to viewer –2
Dream mark somewhat known to viewer +0
Dream mark intimately known to viewer +2

Action: One full-round action to place a forged dream mark
per effective character level of the creature that is having their
dream mark forged.
Try Again: Usually, no. A retry is never possible after a
particular reader detects a particular forgery. But the dream mark
created by the forger might still fool someone else. The result
of a Forgery check for a particular dream mark must be used for
every instance of a different reader examining it. No reader can
attempt to detect a particular forgery more than once; if that one
opposed check goes in favor of the forger, then the reader can’t
try using your own skill again, even if he’s suspicious about the
dream mark.

Gather Information

Dream Action: You can get a general idea of whether you
should take a certain action or provide information about the
legends that surround an important person, place, or thing by
simply observing your surroundings for a brief moment and
watching for signs hidden within the Dream Plane. Use the
following table to determine DC:

Table 3.20: New Gather Information Uses
Task DC
Augury 35
Divination 45
Legend Lore 50
Vision 60

Augury (Sp): As per the spell.
Divination (Sp): As per the spell.
Legend Lore (Sp): As per the spell.
Vision (Sp): As per the spell.
Action: Varies. One minute, except for vision, which only
takes a standard action.
Try Again: Yes, but not until the next day if pursuing the
same type of information.

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc. Authors Jonathan Tweet, Monte Cook, Skip Williams,
Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson
Midnight Copyright 2003, Fantasy Flight Publishing, Inc.
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