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Documentación del Sistema

D.7. Diagramas de estructura

Dream Action: If your Dream Plane has progeny, you can use

this skill to attune and command progeny creatures. The DC and effect depend on the task you attempt:

Table 3.50: Handle Progeny Uses

Task DC

Attune progeny 25 + Progeny’s HD Command attuned progeny 30 + Progeny’s HD Command unattuned progeny 40 + Progeny’s HD Handle Progeny 20 + Progeny’s HD Push Progeny 35 + Progeny’s HD Teach attuned progeny

general purpose

Purpose DC + Progeny’s HD* Teach attuned progeny trick Trick DC + Progeny’s HD*

* Use the Animal Handling trick and general purpose DCs, but with a +20 dream modifier.

Attitude Modifiers: The DC is modified by the creature’s current attitude as per the following chart:

Table 3.51: Attitude Modifiers

Current Attitude Modifier

Helpful -5

Friendly -2

Indifferent +0

Unfriendly +2

Hostile +5

Creature Type Modifier: The Handle Progeny skill has a Difficulty Class modifier associated with it dependent upon the type of progeny being affected by the check as per the following chart:

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Table 3.52: Creature Type Modifiers

Creature Type DC Mod

Animal +0

Magical Beast, Plant, Vermin +5

Aberration, Construct, Elemental, Fey, Humanoid, Giant, Monstrous Humanoid, Ooze, Outsider, Undead

+10

Dragon +20

Attune Progeny (Su): This allows you to use the command attuned-progeny and teach task capabilities of this skill upon a certain dreamspawn or nightmare creature. Upon a successful Handle Progeny check, the targeted progeny is considered “attuned” and has its attitude towards you changed to helpful. You can attune up to twice your effective character level in HD worth of progeny at any one time. You may “lose” you connection to a particular progeny at any time in order to attune to a new one.

Command Attuned Progeny (Sp): This use of the skill allows you to give an attuned progeny a command, as per the spell (Will save 11 + your Charisma modifier negates) has been cast on them.

Command Unattuned Progeny (Sp): This use of the skill allows you to give an unattuned progeny a command, as per the spell (Will save 11 + your Charisma modifier negates) has been cast on them.

Handle Progeny (Su): This task involves commanding a progeny to perform a task or trick that it knows. If the progeny is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the progeny performs the task or trick on its next action. Push Progeny (Su): To push a progeny means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making a progeny perform a forced march or forcing it to hustle for more than 1 hour per day. If the progeny is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the progeny performs the task or trick on its next action.

Teach Attuned Progeny a Trick: This is similar to teaching progeny general tasks, except that the tasks can be something unusual for that breed of progeny, such as training a dog to be a riding dog. Alternatively, you can use this aspect of Handle Progeny to train a progeny to perform specialized tricks, such as teaching a horse to rear on command or come when whistled for or teaching a falcon to pluck objects from someone’s grasp. Progeny perform their tasks when ordered to by you, this does not require you to use the command attuned progeny ability. A progeny can learn a number of tricks equal to 3 times their Intelligence. Tricks are drawn from those listed under the Handle Animal skill, though players and GMs are encouraged to create their own.

Teach Attuned Progeny General Purpose: A progeny can only be trained for one general task and performs its task when ordered to by you; this does not require you to use the command attuned progeny ability. A progeny can only have one general purpose. General purposes are drawn from those listed under the Handle Animal skill, though players and GMs are encouraged to create their own.

Action: Varies. The attune progeny and teach attuned progeny

abilities take a full-round action per HD of the creature being

attuned or taught, while the other actions require a standard action to perform. Asking an attuned progeny to perform a trick or general purpose via the handle progeny ability is a free action.

Try Again: For commanding, handling, or pushing a progeny,

yes. For attuning or teaching progeny, not until the next day.

Special: Handle Progeny is normally a cross-class skill,

but those who take the Dream Touched feat gain this skill as a class skill. If the target’s Will save succeeds against one of your command abilities, then it recognizes what you were attempting and cannot be affected by your command 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.

Variant: If using the dreamspawn and nightmare variant,

you can use this skill to attune and command dreamspawn or nightmare creatures depending on your alignment. If you are good you can affect dreamspawn, if you are evil you can affect nightmares. If you are neutral, you must choose which type of creature you can affect and may not reverse your decision later.

Weavecraft (INT; TRAINED ONLY)

Dream Action: You can identify dream weaves and their

effects and to counter them.

Table 3.53: Weavecraft Uses

Task DC*

Identify the magnitude of a dream weave being created. (You must see or hear the weaver’s verbal or somatic components) No action required. No retry. This allows you to attempt a counterweave.

15 + effective level of weave being made

Identify a dream weave that’s already in place and in effect (you must be able to see or detect the effects of the dream weave.) No action required. No retry.

20 + effective level of weave being made

Identify materials created or shaped by dream weaving. No action required. No retry.

20 + effective level of weave being made Understand a strange or unique dream

weave effect. Time required varies depending upon the nature of the effect. No retry.

30 or higher

Counterweave. Readied action, only. Same as the DC of opponent’s Dream Weaving check.

* Effective level is equal to the level of the spell being mimicked by the Dream Weaving skill, or when making a unique effect use whatever level the GM determines.

Counterweave (Sp): If you have readied an action to

counterweave a particular opponent within Close range (25 ft. + 5 ft./2 levels), have identified the magnitude of the weave being created (via a Weavecraft check) by your opponent, and can create a weave of the same magnitude as your opponent; you may attempt to counter it. You must make a Weavecraft check equal to the Dream Weaving check needed to create a

dream weave of that magnitude. You must also expend the same amount of dream points as it would normally cost to create a dream weave of that magnitude’s effective level. Upon doing so

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the dream weave and its counterweave negate each other with no effect.

Action: Varies, as noted above. Try Again: No.

Special: Weavecraft is normally a cross-class skill, but those

who take the Dream Touched feat gain this skill as a class skill.

Weavecraft and Dream Marks

If using the dream mark variant the Weavecraft skill has additional uses as detailed below:

Detect Dream Marks (Su): With a successful Weavecraft check (DC 15 + the effective character level and Charisma modifier of the creature that left the dream mark), you can discover dream marks that lie within 10 feet of you. If more than one dream mark is present only roll once and use the result to locate what dream marks you can see.

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