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zomg dunjums and dragums!1!
2006-10-19, 11:44 PM #1
Here's a list, so far, of my Crunchy bits. DnD stuff with actual stats and d8s and everything behind 'em.
Bonded Duskstrider Prestige Class
The Shadow, basically.

Scabbard and Scabbard Fighting rules
Kill Bill inspired, shoulda been included in the Core, lazy Wizards. I should actually fiddle a bit more with that Feat...

Prana-Geki Warrior Prestige Class
Psionic Planar Jedi. If you understood all three of those words, you will die alone.

Springheel Prestige Class
Springheel Jack/Pulp Spiderman.

Dream Consumer creature
Buu + Kirby = Tragedy

-That's it for now. May be updated later.
2006-10-20, 1:02 AM #2
You know, for the first time: I actually read through something you've posted?

God man: You've got more time on your hands than most individuals have.

And you use it well! You should PM me on AIM xone009 or MSN JediKirby007@hotmail.com I have to ask a thing.
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2006-10-20, 5:15 PM #3
I added you.

-First time? Gee. Thanks.
2006-10-20, 7:06 PM #4
Okay, the Playground's down. So, here's what I currently have saved on my computer.
... I should really start saving more of these.

***

Bonded Duskstrider
A 10-level Prestige Class with Epic Rules included
[img]http://home.comcast.net/~jarl_the_radical/shadow_ledge.jpg [/img]
The vulgar spirit sought an empty vessel, and found one. It inhabited it violently and aggressively. It built an empire of sin and evil. It was the lord of all it viewed.
And then, one night, the monks came.


A Bonded Duskstrider is a special symbiosis of villainy and heroism. When an evil spirit possesses a weaker creature, it can take on the creatures flaws inadvertently. However, there exists an order of monks, lead by a Tulku, a holy man, who seek these amalgams of man and demon and bond the two permanently, creating a creature of pure justice. These creatures are then sent into the world to punish the evil and protect the good, seemingly by whatever means necessary.
A Bonded Duskstrider usually works at night, though there is no reason why they must. Accordingly, most Bonded Duskstriders wear dark, heavy clothes that hide their at-times twisted and deformed facial features. Masks and other facial coverings are popular items. A Bonded Duskstrider is not a lonely creature, for it has both its vulgar other side to keep it company, as well as a network of spies and servants that help it to further the cause of justice.

Requirements

Race- LA 0
Skills- Bluff 3, Persuade 3, Intimidate 3, Sense Motive 10, Hide 3
Feats- Martial Weapon proficiency, Leadership, Weapon Focus (any)
Special- Must be an LA 0 character currently possessed by an Evil aligned Outsider, must be "Broken" by a Tulku. It is highly encouraged that the DM just say that it happened at some point, but may be roleplayed as thus: for every hit die of the outsider, the character spends 3d4 months being trained by the Tulku. A save versus death (DC equal to the hit die of the outsider) is required at the beginning of the training. See below for the Outsider Table.

Skills

The Class Skills for Bonded Duskstrider (and their key abilities) are Bluff (Cha), Persuade (Cha), Sense Motive (Wis), Tumble (Dex), Intimidate (Cha), Hide (Cha), Craft (Int) and Gather Information (Cha).

Stats

Alignment- Lawful Good
Hit Die- d8
BAB- As Paladin
Saves- As Paladin
Skills- 2+Int Modifier
Proficiencies- The Bonded Duskstrider is proficient in Light and Medium armors, but not heavy armors or shields. Martial Weapon Proficiency is already required. A Bonded Duskstrider is unable to use his Spell-Like or Supernatural Class Features while wearing heavy armor or using shields.

Class Features

The Only Way Out Is In A Box (Ex)- If a Bonded Duskstrider changes alignments, he must save versus death with a DC equal to his hit die multiplied by four. If he succeeds, he may no longer accrue levels in Bonded Duskstrider ever again, but retains all Extraordinary type class features. If he fails, he dies and may not be resurrected except by a wish or miracle spell. If this occurs, he loses all class features and may never accrue levels in Bonded Duskstrider ever again.

Heart of Darkness (Ex)- For the purposes of discern alignment, detect good, detect evil, smite evil, etc, a Bonded Duskstrider always registers as Evil. A Bonded Duskstrider has an Evil Aura, but it can never be overwhelming, nor can he be overwhelmed by a Good Aura.

The Beast Claws Out (Ex)- When a Bonded Duskstrider enters combat, he must succeed on a DC 20 Will Save or become enveloped by the "Demon". The Bonded Duskstrider becomes Chaotic Neutral for the duration. The character retains all Bonded Duskstrider Class Features during this transformation, though he may lose paladin powers or regain barbarian powers, for example. Furthermore, the character receives a +2 Str, -1 Con, and -1 Dex. Every fourth level this bonus/penalty stacks, so a level eight Bonded Duskstrider would have +6 Str, -3 Con, and -3 Dex. If the character continues into epic levels, then this caps at level twenty, with +10 Str, -5 Dex, and -5 con.
This transformation lasts for as many rounds as the Will save was failed by, though the character may elect to remain transformed for a number of rounds equal to his levels in Bonded Duskstrider. During this time, the character's facial features take on a feral, demonic, or otherwise unpleasant appearance that is still recognizable as the character. This transformation is largely up to the player or DM to quantify, though the character immediately takes a -2 circumstance penalty on all Diplomacy checks and a +2 circumstance bonus to all Intimidate checks.

Smite Evil (Su)- A Bonded Duskstrider may Smite Evil as a paladin of level equal to his levels in Bonded Duskstrider. He also gains additional Smite Evils as a paladin, and may take the "Extra Smiting" feat if available. A character's Bonded Duskstrider levels stack with his Paladin levels in determining Smite Evil.

Shadow Network (Ex)- All cohorts and followers of a Bonded Duskstrider (due to the Leadership Feat required to take the class) may use the Bonded Duskstrider's Charisma modifier on any Gather Information, Bluff, Hide, or Search checks.

Demonic Focus (Ex)- A Bonded Duskstrider may purchase or craft a weapon to serve as his Demonic Focus. This weapon must be the same type which the Weapon Focus feat applies to. If crafted by the character, the Craft DC is increased by 10, and decreased by one for every level after first. The weapon costs an additional 10%, if purchased, and can only be purchased from a smith with more than 10 ranks in the appropriate craft skill.
The weapon automatically gains a +1 enhancement. Every two levels, it gains an additional +1 enhancement, to a maximum of +5 at tenth level. If the character continues into epic levels this feature does not continue to progress.
At fifth level, it gains the Keen attribute. At tenth level, it gains the Wounding attribute. This weapon is Lawful Evil for the purposes of Damage Reduction, Detect Evil, etc. A Bonded Duskstrider may only purchase or craft one such weapon per level. The Demonic Focus may not be Unarmed, Grapple, or Ray.

Detect Evil (Sp)- Starting at second level, a Bonded Duskstrider may, at will, detect evil as the spell.

The Shadow (Sp)- Starting at third level, a Bonded Duskstrider may, once per day, use greater invisibility as the spell, though the character's shadow will be visible (Spot DC of 10 in full light, 20 in low-light, and is totally invisible in total darkness). At every third level afterwards, the character gains an additional use of this spell per day, up to 3 at level 9. If the character continues into epic levels, then this caps at 6 uses per day at level 20. At level 10, the ability instead becomes Supernatural.

Treading Where Few Dare (Ex)- Starting at fourth level, a Bonded Duskstrider becomes immune to fear effects.

Master of Darkness (Sp)- Starting at fifth level, a Bonded Duskstrider may, at will, use silent image as the spell with the following alterations:
The image is two dimensional
The image is translucent
The image is solid black
The image is projected against a surface or object
The character may only create one such image at a time
This illusionary shadow may be used to increase the Spot DC on the Bonded Duskstrider's shadow by 1 for every level of Bonded Duskstrider the character has.

Vulgar Achievement (Sp)- Starting at sixth level, a Bonded Duskstrider may willfully induce a transformation into it's "demon", as the The Beast Claws Out ability, once per day. This variant of the ability requires no will save, leaves the character "in control", and causes no alignment shift. This transformation lasts one round per level of Bonded Duskstrider +1d6.
Every two levels afterward, the character may perform this action an additional time per day, up to three times per day at level ten. If the character continues into Epic levels, then the feature caps at level twenty with eight uses per day. A Bonded Duskstrider may still involuntarily transform when beginning combat, however, and does not receive the benefits of Vulgar Achievement if he does so.

The Laugh (Sp)- Starting at seventh level, a Bonded Duskstrider may summon an otherworldly cackle, replicating the effects of a fear spell (caster level equal to his hit die), with a spherical area of effect rather than cone shaped. Creatures with hit die less than seven fewer than the Bonded Duskstrider's are affected as though by the hold person spell with a caster level equal to the character's hit die.

Cloud Men's Minds (Sp)- Starting at eighth level, a Bonded Duskstrider may use suggestion, as the spell, at will.

Who Knows What Evil Lurks in the Hearts of Men? (Sp)- A Bonded Duskstrider does. Starting at ninth level, a Bonded Duskstrider may use detect thoughts, as the spell, at will.

Blackness of Soul (Ex)- At tenth level, a Bonded Duskstrider becomes an Outsider with the Native and Evil subtypes.

Epic Progression

The effects of the Beast Claws Out, Smite Evil, The Shadow, Master of Darkness, Vulgar Achievement, and the Laugh continue to accrue past tenth level.

Outsider Tables

Though the description uses the term "Demon", any evil aligned non-native outsider, even from a non-evil-aligned plane (such as an evil-aligned fire elemental) could be the source of the Bonded Duskstrider's power. Since the "demon" is effectively destroyed, the exact type does not particularly matter. If the player or DM wishes to know the type, a table is provided below.

Outsider Subtype
Roll d6.
1: Demon
2: Devil
3: Elemental*
4: Angel (Evil Aligned)
5: Mephit*
6: Archon (Evil Aligned)

*Elemental Subtype
Roll d4.
1: Air
2: Earth
3: Fire
4: Water

Regardless of type, the Outsider has 5d4 hit die.
***

-Next, Prana-Geki Warrior.
2006-10-20, 7:34 PM #5
(Note: In my homebrew world, both Psionics and Planar travel are discouraged and uncommon. This was an exercise to understand why which somehow cross-pollinated with a desire to make Jedi in a non-SW setting.)

Prana-Geki Warrior
A 10 level prestige class with Epic Progression included.
[http://home.comcast.net/~jarl_the_radical/anakinwatercolor.jpg]
... for over a thousand generations, the Prana-Geki Warriors were the guardians of peace and justice across the planes. Before the dark times... before the Empire...

The Prana-Geki Warriors are an order of monks and scholars devoted to preserving the planar order. Each time a rift is created, the Prana-Geki immediately attempt to seal it by any means necessary.
As the gods themselves are subject the planes, Divine Magic is shunned by the Prana-Geki. They recognise it has a use and a value, but when you're floating through the void between realms, you cannot rely on an unreliable entity floating in some mist in another plane, you must be able to rely on yourself. To this end, the Prana-Geki devote themselves to the cultivation of inner peace, understanding, and power.
More blatantly, the Prana-Geki are a martial order, using their Prana-Geki blades to smite the villainy of Planar desecraters. But sometimes, even those with the greatest intentions can falter. And, when a Trans-Holy Warrior gives in to his inner conflict, to his Dark Side, he falls hard.

Requirements

Type- Non-Outsider or Outsider with (Native) subtype.
Alignment- Lawful Good
Skills- Knowledge (the Planes), Heal 3, Tumble 3, Jump 3, Persuasion 3, Concentration 3, Autohypnosis 3, Use Psionic Device 3
Feats- Cleave, Great Cleave, Improved Unarmed Strike, Vow of Poverty
Monk Abilities- Ki Fist
Psionics- Must be able to manifest psionic powers of the Seer discipline.

Features

Hit Die- d8
Skills- The Class skills of the Prana-Geki Warrior (and the relevant ability) are Heal (Wis), Knowledge (any) (Int), Hide (Dex), Persuade (Cha), Bluff (Cha), Gather Information (Cha), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex). A Prana-Geki Warrior gains 2+int mod skill points per level.
Saves- As Monk
BAB- As Monk
Proficiencies- A Prana-Geki Warrior gains proficiency with their Blade, but gains no other weapon or armor proficiencies.
Psionics- A Prana-Geki Warrior does not gain new powers or power points. A Prana-Geki Warrior level counts as a Manifester level.

Prana-Geki Blade (Ex)- A Prana-Geki Warrior may construct a weapon to use in his crusade against evil. This weapon is a Katana for all intents and purposes, and also counts as a Monk Weapon. For every three manifester levels the character has, the Prana-Geki Blade gains a +1d4 damage bonus while used by that character. When used by another Prana-Geki Warrior, the Blade's damage bonus is re-calculated based on their Manifester levels.
A Prana-Geki Blade is usually an inert handle. When ignited by a Prana-Geki Warrior (or whoever), it glows with a holy light of the character's choice (20 meters). A Prana-Geki Warrior may expend their psionic focus while attacking. Doing so allows the blade to ignore Armor and shield bonuses to AC including any enhancement bonuses to that armor) for one round per manifester level. Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.
A Prana-Geki Warrior's blade may only be used by him and any other Prana-Geki Warrior he allows to use it. If a character who is not a Prana-Geki Warrior attempts to use it, it transforms into a Hilt with no blade, and will not reactivate until held by either the Prana-Geki Warrior or one he allowed to use it. A Prana-Geki Warrior or a member of a class which allows the ability may attempt to Seize the Blade, as the class feature.
*Something here about construction restrictions*

Seize Blade (Ex)- A Prana-Geki Warrior may attempt to Seize the Blade of another Prana-Geki Warrior if he is not allowed by that character to use it. The character grasps the hilt and attempts to ignite the blade. The character must make a will save versus mind control (DC equal to ten times the opposing Manifester Level) or drop the Blade due to severe burning of the hands (the character may not hold a weapon in that hand for three rounds per opposing manifester level). By expending a psionic focus, a Prana-Geki Warrior may automatically succeed the save. The Blade may be used as normal, but will revert to its inert state if let go of. Re-igniting it will require another will save.

Oad, the Living Force (Sp)- A Prana-Geki Warrior is in tune with his inner self, and understands the depths of his soul and how it connects to the husk of flesh that temporarily serves as his body, until the Brahman claims him. As such, he may expend a Psionic Focus and a power point to gain a +2 insight bonus to his next attack. This bonus may be increased by one by expending another power point up to +20.

Dao, the Unifying Force (Sp)- A Prana-Geki Warrior is in tune with the all-permeating nature of the Planer Meta-cosmos. He understands his place, and the places of others. As such, he may expend a Psionic Focus and a power point in exchange for the effects of an Augury spell.

Touch of the Brahman (Sp)- When using the Ki Fist ability, a Prana-Geki Warrior may chose to instead heal damage equal to the potency of the attack (plus any bonuses etc). This has the same effect as healing magic when used on Undead.

Simple Tricks and Nonsense (Ex)- Beginning at second level, a Prana-Geki Warrior may add his Dexterity modifier to his Charisma modifier when using the Perform, Bluff, Persuade, or Appraise skills.

Kiftaz Longstride (Sp)- Beginning at fourth level, a Prana-Geki Warrior may expend a Psionic Focus and 10 power points for the effects of a Teleport, Psionic or Plane shift, Psionic power.

Wushido (Sp)- Beginning at fifth level, a Prana-Geki Warrior may expend a power point to gain the effects of a Smite Evil of a Paladin of a level equal to his hit die, with the Wisdom Modifier used in place of the Charisma modifier.

Haderchai Prescience (Sp)- Starting at seventh level, a Prana-Geki Warrior gains the ability to sense, hazily, the far and distant future. A Prana-Geki Warrior may expend a psionic focus and ten power points in exchange for the effects of a Divination power with a 10% penalty for every week the time-frame is increased by. The percentage likelihood cap of 90% is removed and the percentage can never be below one. Commonly, the Prana-Geki Warrior will have vague visions of the future when using this power.

Shudwar (Ex)- Beginning at eighth level, a Prana-Geki Warrior’s cohort may use his Prana-Geki Blade without taking a level in Prana-Geki Warrior. In addition, any power or spell with a range of “Self” may be applied to the cohort by expending an additional three power points or by using a spell slot two levels higher.

Bene-Krazilec Strike (Su)- Starting at ninth level, by expending a psionic focus and five power points, a Prana-Geki Warrior can make his blade, for the duration of a round, Vorpal. This duration is increased by one round for every five additional power points spent.

Brahman, the Totality of Force (Ex)- At tenth level, a Prana-Genki Warrior's understanding of the Meta-Cosmos is so vast that the crude matter from which he is made becomes just another piece of equipment which can be discarded. He becomes an Outsider with the Native type, and, upon death, gains the ability to contact the living from beyond the veil of reality.

Epic Progression

Prana-Genki Blade continues to accrue damage bonuses past 10th level, with no maximum.

Kiftaz Hyperstride (Su)- Starting at level fifteen, a Prana-Geki Warrior may expend a psionic focus and 20 power points in exchange for the effects of a Teleport, Psionic Greater power, or a Plane Shift, Psionic power without a margin of error.

Alignment Change

If a Prana-Geki Warrior changes alignments, he loses his Wushido ability, but gains +5% to his Haderchai Prescience ability. He begins to lose constitution at a rate of 1 every hit die he gains until he dies. By seeking redemption (the Atonement spell), he may resume taking levels in Prana-Geki, but the lost Constitution points do not return.
***

-Still working on that Lightsaber construction. I'm trying to use the d20 port of the d6 saber rules, which is kinda rough so far.
2006-10-20, 10:30 PM #6
Dude, Bonded Duskrider should have an ability called nasal swelling or something. 'Cause Alec Baldwin's nose always grew like 80 times its size whenever he put on his mask.

Beside that, looks nifty
2006-10-20, 11:04 PM #7
Yeah, that's the Beast thing.
Code:
During this time, the character's facial features take on a feral, demonic, or otherwise unpleasant appearance that is still recognizable as the character. This transformation is largely up to the player or DM to quantify, though the character immediately takes a -2 circumstance penalty on all Diplomacy checks and a +2 circumstance bonus to all Intimidate checks.

Ugly noses abound. Very crooker, too.

-As below.
Attachment: 14341/shadow.jpg (15,217 bytes)
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Attachment: 14343/Shadow.jpg (32,112 bytes)
2006-10-20, 11:33 PM #8
Oh sweetTTTT, how did I miss that

However, one thing. Instead of saying the character's facial features turn demonic, I'd make it say "the character's features, particularly the nose, transforms into a size matching the racist profiling of Jews. Accordingly, this transformation allocates a +30 bonus to the intimidation of Nazis." I'm not Jewish, but I have to say that'd make Nazi asskicking more meaningful.
2006-10-21, 12:54 AM #9
Yeah...

-I could do that.
2006-10-21, 2:35 AM #10
What's cool about that is you could have all sorts of bigots as enemies, like KKK wizards and ****, but put a spin on it like--

The Puppet Master (i.e., Phillip Masters) is exiled by the Pantheon of Gods into the Vortex of Dreams for trying to play god. But the gods are fools, and Philip has returned to control the KKK.

This strange fate comes about because the KKK Grand Wizard, namely John Dee (bereft of his magick potency by senility, and roughened by undying ages to a cynical core) comes into possession through his descendent nephew a longlost heirloom, the fabled Spear of Longinus. After ironic musings that he is ill-fit to lead a league of ultraists, alike the Wandering Jew as he is, Dee uses with aimless humor the fabled spear, rifting time and space and opening a passage to the Vortex of Dreams. After proceeding through the voltaic maw, he chances on the Puppet Master, trapped in the empty garden of Alkonost. After a chess game, Dee mentions the KKK are now leaderless and weak--"the ghosts of cowards" as he eloquently puts it--and as he no longer holds reign on them or any earthly matters, he suggests the application of Philip's particular talent for the job.

And divers other grand and fabulous adventures proceedeth. However, the chronicles of which shall ensue at a later time.

BTW i wrote this at 4 in the morning
2006-10-27, 12:22 PM #11
Dream Consumer
An amorphous pink blob approaches...
[http://home.comcast.net/~jarl_the_radical/kirby_original.jpg]
They hail from the dream world, the land of nod, the realm of the dreamers, starry skyscapes beyond the veil of conscious thought. They watch over the Dream Fountains from which springs the endless flood of subconscious thought that fills the night world with splendor. They watch over the dreamers themselves, moving silently amongst them. They defend against those which would twist the network of conscious thought to their whims, against the crude, against the greedy, even against Darkness and Chaos itself.
Mostly, they're small, pudgy creatures. Too cute to consider a threat. But they hold an ace, a distressing Silly Putty-like ability to reform themselves as whatever they see fit.
For the most part, Dream Consumers are the guardians of all that is good.
Sometimes, however, one goes bad...



Qualities
Size/Type- Medium Shapeshifter Outsider
Hit Dice- (2d6)d8
Initiative- +0
Speed- 20 ft. (4 squares)
Armor Class- 20 (+10 natural), touch 10, flat-footed 19
Base Attack/Grapple- +2/+2
Attack- Tackle (1d4 bludgeon)
Full Attack- Swallow Whole (See Below)
Space/Reach- 5ft/5ft
Special Attacks- Improved grab, Swallow Whole, Tackle, Spell-Like abilities
Special Qualities- Damage reduction 1/bludgeoning
Saves- Fort +0, Ref +2, Will +2
Abilities- Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Skills- Knowledge (Planes) +5
Feats- Quick Draw
Environment- Plane of Dreams, near people waking up, Region of Dreams
Organization- Solitary
Challenge Rating- ???
Treasure- Profit!
Alignment- Usually good-aligned
Advancement- See below
Level Adjustment- —

Special Features

Inhale (Ex)- A Dream Consumer may attempt to inhale anything in front of it. This takes the form of a Gust of Wind spell, with the following changes.
  • The spell has a Cone shape
  • The spell draws objects towards the Dream Consumer, not away
  • The spell effects creatures one size category larger than Dream Consumer (or smaller) as a Tiny creature, and creatures which are larger than that are affected in a scaled manner as well (two categories larger would be knocked prone, three larger would be unable to move backward, etc)

If a creature would be drawn into the same square as the Dream Consumer, the Dream Consumer may use Improved Grab on the creature.

Improved Grab (Ex)- A Dream Consumer gains a +20 racial bonus to all attempts to grab using its spacious maw. A Dream Consumer may attempt an Improved Grab upon all enemies in the same square as it immediately after using its Inhale ability.

Swallow Whole (Ex)- A Dream Consumer is amorphous, and, while using improved grab on a creature, may attempt to swallow whole it if one size category larger than the Dream Consumer or smaller. Any living or undead creature Swallowed Whole by a Dream Consumer must make a will save (DC 20+5d4) or be subject to the Right Back At Ya ability.

Right Back At Ya (Ex)- If a Dream Consumer Swallows Whole a creature, that creature must make a will save (DC 20+5d4) or be absorbed into the Dream Consumer's Inner Universe. When a Dream Consumer devours a creature, it becomes a part of him.
The Dream Consumer takes on the racial traits of the creature, and gains one-quarter the hit points. Furthermore, the Dream consumer gains half the creature's BAB and Save bonuses, and may chose one spell, feat, class feature, or other special ability to gain. It gains this ability with all the same restrictions the original creature had, with the exception of class features which may be re-adjusted to fit the Dream Consumer's alignment and such (an Evil Aligned Dream Consumer may devour a Lawful Good paladin and gain Smite Good, for example). It also becomes the same size category as the creature it devours.
This ability may be used multiple times, the effects stack. When determining the size category of a Dream Consumer, pick the category there are the most creatures of. If two or more size categories are represented equally, chose the median one. If there are only two, and they are one after the other, pick the smaller one.
Furthermore, the Dream Consumer becomes deformed in a manner reminiscent of the original creature, as though partially polymorphed. This may take any number or forms, such as similar hairstyle, armor, or weapons, and is readily recognizable as being equivalent to the original creature. All armor and weapons are merely for appearance, they are made from the "flesh" of a Dream Consumer and do not give attack or armor bonuses. A Dream Consumer cannot even use armor or weapons.
This ability may only affect one creature per round. Additional creatures are expelled afterwards, as the Starscream ability, and may be consumer again. All creatures that pass their save are expelled in a similar manner.
Though a Dream Consumer may gain the class features of a creature, it does not gain a level in that class. A Dream Consumer is incapable of gaining a level in any class but Commoner. However, the same Class Feature taken multiple times (such as absorbing numerous paladins or Dragon Disciples) may interact in interesting ways. A Dragon Disciple's breath weapon, for example, may be used multiple times per day (as many times per day as Dragon Disicple's Breath Weapon Abilities the Dream Consumer has absorbed, as a matter of fact), and Smite Evil is calculated as though the Dream Consumer had levels in Paladin equal to the number of Paladins the Dream Consumer had taken that feature from.

Starscream (Ex)- If a Dream Consumer has a creature in an improved grab in its mouth but does not want to swallow whole the creature, it may chose instead to shoot it out its mouth. Creatures one size category larger take 2d6 bludgeoning damage, same size take 5d4 damage, one size category smaller take 4d6 damage, creatures two smaller take 4d8, three smaller take 2d12, four smaller take 3d6, five smaller take 1d6, and six smaller take 1d4. Seven or more size category smaller creatures do not take damage.
The creature is shot out in a manner reminiscent of an arrow. A creature one size category larger has a range of 20 feet, same size category 30, one smaller 40, two smaller 50, etc.
A Dream Consumer cannot use this ability to shoot out creatures two or more size categories larger than it.

Escaping a Dream Consumer's Inner Universe
It's difficult, but possible. A creature that polymorphs into a different creature while inside the Dream Consumer's Inner Universe may awaken, if they make a Will save (DC 20+current remaining hit points of the Dream Consumer). A creature that is, somehow, affected by a planeshift spell will be awakened as well, though they will not be transported out of the creature.
The effects of a Wish or Miracle spell can awaken up to 8 beings or transport all awakened beings out of the Dream Consumer. The Inner Universe of each Dream Consumer is unique, and has walls. The walls of an Inner Universe are spongy in texture, and have a hardness of 50 (100 hp/inch of thickness). If the walls are breached, the hole formed functions as a Gate spell between the Dream Consumer's Inner Universe and the plane he is currently on. The hole on the inside is usually vastly larger than the hole on the outside, and creatures passing through the hole regain their natural size after a second or two. The holes seal up extraordinarily quickly, one round for every five feet cleared out on the inside. The walls are 50 feet thick.
There may be other ways out of a Dream Consumer. Commonly they have such features as nostrils or blowholes which open to the outside world. The DM has the final say.
The Inner Universe of a Dream Consumer is vast beyond compare. It is roughly the same shape as the Dream Consumer, and larger than the largest creature in it by a fair amount. For example, if the largest creature were a medium sized creature, the Inner Universe would be roughly the size of a large City.
If a creature is awakened inside the Dream Consumer, all the effects afforded to the Dream Consumer are removed, and all Saves, BAB, Size Category, etc, are re-calculated.
If a Dream Consumer is killed, all the creatures in it are planeshifted to the Plane/Realm/Region of Dreams (wherever the Dream Consumer hails from) and the body of the Dream Consumer deflates and melts into nothing.

Absorbing another Dream Consumer
It happens, though rarely. A Dream Consumer is treated exactly the same as any other creature in this case. This, of course, makes fights between Dream Consumers extremely dangerous. Most Dream Consumers are usually very kind and do not engage in activities like in-fighting or mating games. They also do not enjoy the company of one another, as each feels that their particular collection of abilities is superior to that of other Dream Consumers.

Dream Consumers as Player Characters
Not advised. Note the lack of LA. A Dream Consumer might make for an interesting Epic Level game, or a game in which level guidelines are ignored, and multiple Dream Consumers in a single party could make for an interesting dynamic. Interesting, but ill-advised.

A Dream Consumer has consumed a Colossal+++++++ish sized creature, likely by consuming larger and larger creatures each time.
A rare Evil-Aligned (and non-spherical) Dream Consumer. Note the dead black eyes.
A Dream Consumer which has absorbed a shark.
A Dream Consumer which has absorbed a large creature prepares to devour a child.


-The board just came back up (on identical software to what we're running, as a mater of fact).
2006-10-31, 7:19 PM #12
The folks there refuse to comment on my works. This one's the Phantom, a Bard prestige class based on the Phantom of the Opera. Uses the sanity system, but has rules for going without. I like bards, and nobody ever makes things for them, so I figured I'd make something.

Phantom
A ten level prestige class
Artifact related to a certain Phantom...

In sleep he sang to me
In dreams he came
That voice which calls to me
And speaks my name
And though I dream again
For now I find
The phantom of the opera is there
Inside my mind...


Twisted and deformed, the Phantom is a vicious beast indeed. As an artist descends into the madness of his own art, he lets it blacken and destroy his world. Misery begets great art, but the art does not heal the misery, and that makes the artist miserable, drives him to madness, makes him lose quality, makes him more miserable...

Requirements
Alignment- Any evil aligned
Skills- Perform (any) 10, Jump 5, Tumble 5, Bluff 5, Disguise 5, Hide 5, Use Rope 10
Bardic Music- Must be able to Inspire Competence
Feats- Exotic Weapon Proficiency (Whip), Leadership
Special- Must have some "flaw" (if using the Flaw system, must have at least one) that the character obsesses over. Must be "unbalanced" (if using the Sanity system, must be at 75% or less of maximum Sanity) as a result of this flaw.

Features
Hit Die- d6
BAB and Saves- As Bard
Skillz dat Illz-The Class skills of the Phantom (and the relevant ability scores) are Jump (Str), Tumble (Dex), Perform (any) (Cha), Bluff (Cha), Disguise (Cha), Hide (Dex), and Use Rope (Dex). The Phantom gains 2+Cha mod skill points per level.
Proficiencies- The Phantom gains no proficiencies. He may not use his class features while wearing medium or heavier armor.

Bardic Music (Su)- For the purposes of Bardic Music, a level of Phantom is a level of Bard.

Stranger than you Dreamt it... (Su)- If using the Sanity System, a Phantom adds the difference between his current and maximum sanity to a perform check as an insight bonus.
If not using the sanity system, a Phantom, when making a perform check, must make a will save (DC Perform check result + Hit Die). If the save is passed, nothing happens. If the save is failed, he takes half the amount he failed by in damage to his wisdom. However, he adds twice the amount he failed the save by to his perform check as an insight bonus.
Regardless, the character is fatigued after doing so.

Past the Point of No Return (Su)- If a Phantom is reduced to 0 sanity or less, he may add his maximum sanity, multiplied by two, to all perform checks. If he becomes good aligned, he may do this, but immediately is reduced to 0 sanity.
If not using the sanity system, he may add his hit die multiplied by 5 to all perform checks when at half or lower his starting wisdom score. He may do the same if he becomes good aligned, but is immediately reduced to 1d4 Wisdom permanently (may be negated through a wish or miracle, and may be raised by magical means, level ability mods, etc).

The Music of the Night (Su)- Beginning at second level, a Phantom may make a perform check while hiding without giving away his position, and may use Inspire Competence for Move Silently and Hide checks.

All I Ask of You (Ex)- Beginning at third level, a Phantom may add his perform ranks to his bluff, diplomacy, and intimidate checks as competence bonuses upon a successful perform check.

Learn to be Lonely (Su)- Beginning at fourth level, a cohort of a Phantom may use the Phantom's Perform ranks instead of his own, and may add half his ranks to his bluff, diplomacy, and intimidate checks as competence bonuses.

Why So Silent? (Ex)- Beginning at fifth level, a Phantom may add half his ranks in perform to his hide and move silently checks as a competence bonus. After a successful perform check, he may instead add his whole perform bonus.

Keep your Hand at the Level of your Eye (Su) Beginning at sixth level, a Phantom who has someone entangled in a net or lasso or whip may make an opposed strength check. If he succeeds, the enemy takes 1d4 slashing damage. Each round, the Phantom may attempt a new attack as though he has the enemy in an impoved grapple. If the attack suceeds, the enemy takes 1d4 slashing damage. If the weapon is vorpal and a critical hit is achieved, it has the normal effect a vorpal weapon would have (assuming the enemy has a head).

Masquerade (Ex)- Starting at seventh level, a Phantom may add half his ranks in Perform to his Disguise checks, all ranks upon a successful perform check, as a competence bonus.

A Little Illumination (Ex)- Starting at eight level, a Phantom begins to transform into a creature of darkness. He begins to lose 1d4 sanity per hour spent in sunlight or full illumination. If not using the sanity system, he takes 1 wisom damage per hour in sunlight or full illumination.

Your Chains are Still Mine (Su)- Starting at ninth level, a Phantom and his cohort enter a vicious mentally sadomasochistic relationship. If using the sanity system, a Phantom may (once per day) inflict 1d6 sanity damage on his cohort (no save), and both recieve twice the damage as a bonus to their charisma scores. If not using the sanity system, a Phantom may (once per day) inflict one damage to his cohort's wisdom score and add twice his own wisdom modifier to each character's charisma-related skill checks.

Angel of Music (Ex)- At tenth level, a Phantom transforms into a creature of darkness. He becomes an Outsider with Native and Evil subtypes. He may no longer become permanently insane, though he may be reduced to less than -10 sanity. If not using the sanity system, he cannot die by reduced to 0 or less wisdom.

-I wish they'd comment...

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