The Initiative – New Domains

 

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Greetings!

Here is my 2nd post for The Initiative!

This post is all about the new cleric domains that appeared in my last post. Below you will find the rules and stats for the new domains and rules for creating dreamspawn. Keep in mind that these are intended for NPCs and have not been play-tested. In the hands of players they could easily become overpowering. For reference, you can go to http://www.d20pfsrd.com/ for a list of Pathfinder spells.

As always, you can reach me at [email protected] with any questions or comments.

Enjoy!

 

Time Domain

Granted Powers:

 Acceleration Aura (Su): Once each day, you can emit a 20-foot aura for a number of rounds equal to your cleric level. Allies within the aura gain a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class also makes you lose dodge bonuses. Does not stack with Haste.

 Temporal Clone (Su): At 10th level, you can summon a future version of yourself to aid you in combat. This clone will appear for 1 round per ½ of the clerics level. These rounds do not need to be consecutive. At 15th level the cleric can have up to 2 clones summoned at one time and at 20th level up to 3 clones. Each clone uses 1 round per ½ level to summon (Ex: at level 16 the cleric has 8 rounds per day, if summoning 2 clones for 1 round then 2 rounds of the 8 are used). Each clone arrives instantly within 15ft of the cleric and is identical in hit points, statuses, spells per day, etc as the cleric. If any durations are on their last round then they will not be affecting the clone. When determining spells per day, the original cleric always acts first and any spells used are not available to the clone(s). If any of the clerics (original or clone) are knocked out, killed, or in any status that would prevent the cleric from acting, all future versions instantly disappear. Once the duration expires, the future version disappears with no further effects (all clones are absorbed into paradox and never existed).

 Domain Spells: 1st—Precognition (as Shield of Faith but grants a +2 dodge bonus), 2nd—Haste, 3rd—Lesser Age Resistance, 4th—Elude Time, 5th—Age Resistance, 6th—Evade Time, Other, 7th—Age Resistance, Greater, 8th—Time Stop, 9th—Foresight.

 

Void Subdomain

Associated Domain: Destruction

Replacement Power: The following granted power replaces the Destructive Smite power of the Destruction domain.

 Annihilation Attunement (Su): The Cleric can control a Sphere of Annihilation (Core Rulebook pg 545) using her Wis modifier instead of her Int modifier. Furthermore, she can use a Talisman of the Sphere (Core Rulebook pg 547) as if she can cast arcane spells and it doubles her choice of the Int or Wis modifier.

  Replacement Domain Spells: 3rd—Dispel Magic, 5th—Dispel Magic, Greater, 8th—Orb of the Void, 9th—Energy Drain.

 

Dream Domain

Granted Powers:

 Dream Vision (Su): The Cleric can cast sleep once per day on a single target. Treat this spell like sleep but it only targets one creature and the maximum HD that can be affected is equal to the clerics level +wis modifier. When a creature is sleeping from use of this power, the cleric can witness that creatures dreams. If trying to witness dreams while in combat, then concentration check is needed as if casting spells. Information derived by witnessing dreams (if any) is completely up to the GM. In general, if any information is discovered it will be vague and cryptic. The cleric may discover such things like the creatures true fears, loved ones, gilts or taboos.

 Summon Dreamspawn (Su): Starting at 8th level the cleric is able to summon dreamspawn from the Dimension of Dreams (see below for more on Dreamspawn). The summoned creature will obey the commands of the cleric to the best of it’s ability and will not harm her or her allies. She can summon up to her level +wis modifier in HD of dreamspawn per day. She does not have to summon all HD worth of creatures at once. Duration is 1 round/level (D). The cleric can choose how many HD to summon but has no control as to the type of dreamspawn summoned. If GM is allowing players to use this power then I recommend creating a list of possible dreamspawn that can be randomly rolled for to appear. Once a dreamspawn has been summoned it can never be summoned again. (Ex: level 16 cleric with a wisdom modifier +3 can summon up to 19 HD of dreamspawn per day. Each summons has a duration of up to 16 rounds.)

 GMs using this power for NPCs can simply create dreamspawn for whatever encounter is appropriate for their game. As an alternate rule, GMs can determine a % chance (I recommend about a 5% chance) each round that the dreamer will suddenly awaken and cause the duration to end immediately.

 Note that the summoning cleric is always immune to abilities of it’s dreamspawn but allies are still affected (a nightmarish dreamspawn with Frightful Presence can not affect the cleric but does affect her allies, even if they know the dreamspawn will not attack them).

Domain Spells: 1st—Haze of Dreams, 2nd—Minor Dream, 3rd—Traveling Dream, 4th—Restless Sleep (as per Nightmare but does not do damage and is not evil), 5th—Dream, 6th—Cloak of Dreams, 7th—Ethereal Jaunt, 8th—Dreaming Rendezvous (as per Dream but two way communication and messenger is able to participate in the dream), 9th—Etherealness.

 

Dreamspawn:

 Dreamspawn are creatures created by the subconscious minds of sleeping mortals.  When mortals sleep their subconscious is connected to the Dimension of Dreams, creating temporary demiplanes that fade from existence when the sleeping mortal awakes.  Within these demiplanes are all manner of wondrous, ridiculous and nightmarish dreamspawn that are created and vanish with each dream. For more on the Dimension of Dreams refer to Pathfinder Chronicles: The Great Beyond pg 50.

 In terms of game mechanics, dreamspawn are very similar to constructs. Primary difference is that dreamspawn can be healed but do not gain bonus hp based on size. Dreamspawn never have an alignment trait despite their current appearance (a dreamspawn that looks like a devil is not considered evil). Statistics for dreamspawn do not have to conform to the current appearance either (icy attach are not cold, feathery wing may hit like a warhammer, etc). The main thing to keep in mind when creating a dreamspawn is to be creative and make something unexpected.

 For rules on Monster Creation, refer to Pathfinder Bestiary Appendix 1 (treat dreamspawn as constructs when referring to tables 1-2 and 1-4). Dreamspawn are not able to use any energy type besides force and sonic (a dreamspawn dragon may look like it’s breathing fire, but the damage done would be sonic and does not actually burn). They are also unable to use any abilities that are based on poison, disease, negative or positive energy. Mind altering effects are possible and technically the mental stats for such abilities are based on the dreamer but for simplicity just use ability DCs listed in Bestiary Appendix 1, table 1-1 based on CR.

 

Dreamspawn traits:

• d12 Hit Die.

• Base attack bonus equal to total Hit Dice (fast progression).

• No good saving throws.

• Dreamspawn are mindless and gain no skill points or feats. Dreamspawn do not have any class skills, regardless of their Intelligence scores.

• No Constitution score. Any DCs or other statistics that rely on a Constitution score treat a dreamspawn as having a score of 10 (no bonus or penalty).

• Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

• Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

• Not subject to nonlethal damage, ability drain, or energy drain. Immunity to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

• Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

• Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points.

• A dreamspawn cannot be raised or resurrected. Once destroyed, there are no remains of any kind.

• Dreamspawn do not breathe, eat, or sleep.

 

Below is a list of abilities that are appropriate for a dreamspawn:

Amorphous (Ex), Attach (Ex), Bleed (Ex), Blood Drain (Ex), Breath Weapon (Su – Sonic or Force only), Capsize (Ex), Change Shape (Su), Compression (Ex), Constrict (Ex), Damage Reduction (Ex – vulnerable to magic weapons), Distraction (Ex), Engulf (Ex), Entrap (Ex), Fast Healing (Ex), Fast Swallow (Ex), Fear (Su), Flight (Ex), Frightful Presence (Ex), Grab (Ex), Jet (Ex), Natural Attacks (see table 3-1 in Bestiary), Natural Invisibility (Ex), Pounce (Ex), Powerful Charge (Ex), Pull (Ex), Push (Ex), Rake (Ex), Rend (Ex), Rock Catching (Ex), Rock Throwing (Ex), Sound Mimicry (Ex), Spell Resistance (Ex), Split (Ex), Strangle (Ex), Swallow Whole (Ex), Trample (Ex), Trip (Ex), Web (Ex), Whirlwind (Su).

Spell-Like Abilities (Sp) are possible but all spell effects are either using force or sonic as the energy type. Also they can not use spell-like abilities that affect alignment (chaos weapon, detect evil, etc), poison, disease, negative or positive energy.

 

Example Dreamspawn:

 

A massive frog slowly rises from the swamp with it’s bulbous eyes staring blankly in different directions.

Huge Frog Dreamspawn:

HD 12, CR 9, XP 6,400

N Huge Dreamspawn

Init +0 Speed 30, swim 30ft.

AC 23, Touch 8, flat footed 23

(+15 Natural, -2 size)

hp 78 (12d12)

Fort +8, Ref +8, Will +7,

Str 35, Dex 10, Con —, Int —, Wis 8, Cha 6

Melee Base Attack 12

CMB 26 (30 grapple); CMD 36,

Single Attack: Tongue +24 (no damage, Grab) or Bite +24 (2d6+12)

Space 15 ft; Reach 10 ft (30 ft. with tongue)

 SA: CMB Bonus +4 grapple, Grab (Ex) bite, Pull (tongue – 1ft per point the grapple roll won by), Swallow Whole (1d8 bludgeoning damage, AC 15, 8 hp), Tongue (Ex) A giant frogs tongue is a primary attack with reach equal to three times the frogs normal reach. A giant frogs tongue deals no damage on a hit, but can be used to grab. A giant frog does not gain the grappled condition while using its tongue in this manner., Reach (30 ft. with tongue)

 Combat: once summoned this frog slowly rises from a nearby body of water, from under the ground or (if no appropriate terrain available) from a dreamscape swap that appears with the summons. It spends several rounds rising up (1D4 rounds) and then attacks with it’s tongue. Once able to successfully grapple a target, it will attempt to swallow whole and then spend the same amount of time it rose to sink back down from where it came. If the duration expires before a swallowed victim can escape, the dreamspawn simply vanishes and the victim is free (either in the water or laying prone on the surface where it appeared).

 

This Balor is wearing a tutu and daintily pirouettes as it violently cracks it’s flaming whip.

Tutu Balor:

HD 20, CR 15, XP 51,200

N Large Dreamspawn

Init +7 Speed 40 ft., fly 90 ft. (good).

AC 30, Touch 16, flat footed 23

(+7 Dex, +14 Natural, -1 size)

hp 130 (20d12)

Fort +13, Ref +20, Will +15,

Str 35, Dex 25, Con —, Int —, Wis 14, Cha 17

Melee Base Attack 20

CMB 27; CMD 44,

Single Attack: Whip +32 (1D4+12 +1D6 sonic and entangle) or Slam +32 (1d6+12)

Full Attack: Whip +32/+27/+22 (1D4+12 +1D6 sonic) or Slam +32/+27/+22 (1d6+12) if target is entangled

Space 10 ft.; Reach 10 ft. (20 ft. with whip)

 SA: Entangle (Ex) If a balor strikes a Medium or smaller foe with its whip, the balor can immediately attempt a grapple check without provoking an attack of opportunity. If the balor wins the check, it draws the foe into an adjacent square. The foe gains the grappled condition, but the balor does not. (Note the tut balor can only entangle one foe at a time)

 Combat: The tutu balor will slowly pirouette towards their target, using its whip or slam as it moves. When within range of its whip, it will use full attack action. If its target tries to flee, it will attempt to entangle and then use slam as a full attack action.

 

These six catfolk are each a different color of the rainbow and pose in unison. Each wear a tunic of the same bright color as their fur.

Rainbow Kitty Squad:

HD 2 (Total HD 12), CR 6, XP 2,400

N Medium Dreamspawn x6

Init +3 Speed 30

AC 13, Touch 13, flat footed 10

(+3 Dex)

hp 13 (2d12)

Fort +1, Ref +4, Will +1,

Str 14, Dex 17, Con —, Int —, Wis 11, Cha 12

Melee Base Attack 2

CMB 4; CMD 17,

Single Attack: Claw +4 (1D4+2)

Special Attack: breath weapon (30-ft. line, 1D6 force, DC 12)

Space 5 ft.

 SA: Breath Weapon (Su) Reflex save DC 12 for half damage.

 Combat: at range, all six rainbow kitties will use their breath weapon on the same target(s). In melee, they will attempt to surround their target and flank them.

 Each of the Rainbow Kitties has a different color of the rainbow that seems to represent a different energy type but all kitties do force damage and are identical for stats. Red kitty has a fiery appearance and breaths fire, orange kitty looks super serious and breaths orange colored electricity, yellow kitty looks grungy and breaths “kitty lemonade”, green kitty looks sickly and breaths green goo, blue kitty looks aquatic and breaths a water blast, and violet kitty has a dazed look and breaths a beam of purple energy. When summoned, orange kitty will try to make a heroic speech but the only sounds any of them can make are cat meows. The other kitties will clean themselves, clearly disinterested in the heroic statement of kitty justice.

 

Quick and dirty Dreamspawn:

Need a dreamspawn now? Here’s how to make a quick dreamspawn on the fly.

 Choose a CR equivalent creature from the Bestiary (Table 1-2, Constructs to determine HD to CR). Apply Dreamspawn Traits to creature. Replace any attacks with an energy type with force or sonic types. Remove any abilities dealing with alignment, disease, poison, negative or positive energy. Also, remove skills and feats since dreamspawn are mindless (no need to worry about adjusting stats that were changed by feats. They will be close enough). Adjust saves and replace AC from armor with natural. Other stats should be fine to leave as is since the CR is within our target power level.

 Example: I need a 16 HD dreamspawn. The CR is 12, based on table 1-2. Purple Worm is CR12 so I go with that and make the following changes.

 

Dreamspawn Purple Worm

HD 16 CR 12 XP 19,200

N Gargantuan magical beast dreamspawn

Init –2; Senses darkvision 60 ft., tremorsense 60 ft.;

Perception +18

Defense

AC 26, touch 4, flat-footed 26

(–2 Dex, +22 natural, –4 size)

hp 200 (16d10+112) (can change to 16D12+96 but may as well leave it)

Fort +17, Ref +8, Will +4 Fort +11, Ref +9, Will +10

Dreamspawn traits and immunities

Offense

Speed 20 ft., burrow 20 ft., swim 10 ft.

Melee bite +25 (4d8+12/19–20 plus grab), sting +25 (2d8+12 plus poison)

Space 20 ft.; Reach 15 ft.

Special Attacks swallow whole (4d8+18 bludgeoning damage, AC 21, 20 hp)

Statistics

Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8

Base Atk +16; CMB +32 (+36 grapple); CMD 40 (can’t be tripped)

Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (bite), Power Attack, Staggering Critical, Weapon Focus (bite, sting)

Skills Perception +18, Swim +20

Special Abilities

Poison (Ex) Sting—injury; save Fort DC 25; frequency 1/round for 6 rounds; effect 1d4 Strength damage; cure 3 consecutive saves. The save DC is Constitution-based.

Dreamspawn traits and immunities

-Mike

 

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