Solución Propuesta
4.12. Ejemplo Integrador
The following surreal class features assume the use of the Dream Point System and are meant to supplement each class so that they can use dream points to augment their abilities. These new class dream features are all reactive in nature such that a character’s abilities are only altered by the expenditure of dream points. This allows players and GMs to use their existing character and NPC sheets for Dream Plane adventures, as the character’s base abilities and class features are essentially unchanged. GMs that are not using the Dream Point System can either drop the concept of additional surreal class features, create their own, or use the alternative surreal class features presented in Appendix A.
Barbarian
Barbarians are capable of greater feats of fury while within the Dream Plane. They gain incredible strength and vitality from their rages and as they progress in ability they can enter a deathless rage from which they can continue fighting long after they should be dead. They also can harden their skin to near iron toughness.
Feats of Fury (Ex): At 1st level, a barbarian may expend 5
dream points to gain temporary access to one of the following feats while raging: Athletic, Dodge (Mobility, Spring Attack), Endurance (Diehard), Great Fortitude, Improved Critical, Power Attack (Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder), Skill Focus (climb, jump, or swim), Toughness, or Weapon Focus (Greater Weapon Focus). A barbarian must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the barbarian’s rage. A barbarian can only have one extra feat accessed during each rage. This is a free action.
At 12th level, a barbarian may expend 15 dream points to access two feats of fury while enraged.
At 20th level, a barbarian may expend 30 dream points to access three feats of fury while enraged.
Incredible Rage (Ex): At 4th level, a barbarian may expend
20 dream points at the time of raging to gain a +2 dream bonus to Strength and Constitution and +1 dream bonus to Will saves that stacks with the bonuses gained from raging. This is a free action.
Dream Skill (Ex): At 8th level, a barbarian selects two
barbarian class skills, when using the improved class skill dream point ability in conjunction with these two class skills the barbarian gains a +2 dream bonus per dream point expenditure. At 16th level, a barbarian chooses two more barbarian class skills for dream skill augmentation.
Fantastic Damage Reduction (Ex): At 8th level, a barbarian
can expend 40 dream points to gain a +2 dream bonus to their damage reduction for one encounter. This is a free action. At 16th level, a barbarian can expend 80 dream points to gain a +5 dream bonus to their damage reduction for one encounter. Deathless Rage (Su): At 12th level, a barbarian may expend 60 dream points while enraged to continue to fight even after he has gone below his death threshold, which is equal to 0 – the barbarian’s effective character level – his current Constitution score. He may only use this ability if he has the Die Hard feat
as one of his character feats or has taken it as a feat of fury. If the barbarian is healed while within a deathless rage to a point at which he is no longer below his death threshold he retains the deathless rage until his rage runs out and so if he dips below his death threshold again he will continue to act. If at the end of the deathless rage the barbarian is still below his death threshold he dies, but if he is above his death threshold he suffers the normal effects of whatever lethal effects range he falls into (dying, disabled, act normally). The barbarian also is considered exhausted rather than fatigued after his deathless rage. This is a free action.
At 17th level, when a barbarian gains the tireless rage ability a barbarian who comes out of a deathless rage is only fatigued.
Shared Rage (Su): At 20th level, a barbarian may expend
100 dream points to surround himself with an aura of fury when he enters a rage. Allies within 30 feet of the barbarian gain +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffer a –2 penalty to AC. While raging, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can they cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. They can use any feat they have except Combat Expertise, item creation feats, and metamagic feats. The rage lasts until the barbarian’s rage ends, although allies may prematurely end their rage. At the end of the rage, the barbarian’s allies lose the rage modifiers and restrictions, but do not become fatigued. This is a free action.
Bards
Bards are legendary performers within the Dream Plane and their songs are of such remarkable quality that they can inspire the bard and his fellows to heroic deeds that only befit the beauty of their words. As a bard increases in ability, he can weave spells into his songs and even harmonize his voice so that he can sing multiple songs of power.
Feats of Reverie (Ex): At 1st level, a bard may expend 5
dream points to gain temporary access to one of the following feats while using one of his bardic music abilities: Acrobatic, Agile, Deft Hands, Diligent, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, or Skill Focus (any class skill). A bard must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the bard’s song. A bard can only have one extra feat accessed during each use of the bardic music ability. This is a free action.
Spell Templates (Ex): At 1st level, a bard gains access to
one of the spell templates found in Chapter 4. Every four levels thereafter, the bard gains access to another spell template. At 8th level and every fourth bard level thereafter (12th, 16th, and 20th), a bard may learn a new spell template in place of one he already knows. In effect, the bard “loses” the old spell template in exchange for a new one.
The spell templates gained via this ability can only be applied to bard spells.
Prolonged Inspiration (Su): At 4th level, a
bard may prolong the effects of his inspire music abilities after he stops singing by one additional
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round through expending a number of dream points equal to the minimum number of ranks in Perform needed to create the effect. A bard can prolong the effects of an inspire music ability for a number of rounds equal to his bard class levels as long as he expends the dream points each round. This is a free action. For example, a 9th-level bard may prolong the inspire courage supernatural ability by expending 3 dream points each round, up to 9 additional rounds, to keep the effect going beyond the bardic music’s normal duration, which is 5 rounds after he stops singing. The same bard might want to prolong the effects of inspire greatness, but would have to expend 12 dream points each round, up to 9 additional rounds, to keep the effect going beyond the bardic music’s normal duration, which is 5 rounds after the bard stops singing.
Dream Skill (Ex): At 8th level, a bard selects three bard class
skills, when using the improved class skill dream point ability in conjunction with these three class skills the bard gains a +2 dream bonus per dream point expenditure.
At 16th level, a bard chooses three more bard class skills for dream skill augmentation.
Spell Song (Su): At 12th level, a bard may expend 10 dream
points per spell level to cast a spell while using a bardic music ability. Spells that take longer than a standard action to cast may not be affected by this ability. This is a standard action, which includes continuing concentration upon the bard’s bardic music ability.
Harmonized Voice (Su): At 20th level, a bard may activate
up to three of his bardic music abilities at once. To do this he must expend 20 dream points + 40 dream points per additional bardic music ability activated. This is a standard action.
For example, a 20th-level bard who expends 100 dream points on the harmonized voice ability could have the inspire greatness, inspire heroics, and song of freedom activated all at once. This still takes up three of the bard’s bardic music ability uses for the day, but might be well worth it if facing a particularly deadly opponent.
Cleric
Clerics are known for their feats of devotion within the Dream Plane. They are powerful wielders of positive and negative energies and as such their ability to turn or rebuke undead is heightened within the dream. Their connection to the domains they wield also expands with experience and in time clerics are able to spontaneously cast their domain spells.
Feats of Devotion (Ex): At 1st level, a cleric may expend 5
dream points to gain temporary access to one of the following feats for one encounter: Augment Summoning, Blind-Fight, Extra Turning, Great Fortitude, Improved Counterspell, Improved Turning, Iron Will, Skill Focus (any class skill), or Toughness. A cleric must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A
cleric can only have one extra feat accessed during each encounter. This is a free action.
Spell Templates (Ex): At 1st level, a cleric
gains access to two of the spell templates found in Chapter 4. Every four levels thereafter the
cleric gains access to two spell templates. At 8th level and every fourth cleric level thereafter (12th, 16th, and 20th), a cleric may learn a new spell template in place of one he already knows. In effect, the cleric “loses” the old spell template in exchange for a new one.
The spell templates gained via this ability can only be applied to cleric spells.
Intensify Turning or Rebuking Undead (Su): At 4th level,
for every 20 dream points a cleric expends, he gains a +6 dream bonus to his turning check and an extra 1d6 dream bonus to his turning damage roll versus undead. This is a free action.
Dream Skill (Ex): At 8th level, a cleric selects one cleric class
skill, when using the improved class skill dream point ability in conjunction with this class skill the cleric gains a +2 dream bonus per dream point expenditure.
At 16th level, a cleric chooses one more cleric class skill for dream skill augmentation.
Domain Substitution (Su): At 12th level, a cleric may expend
5 dream points per spell level to switch a prepared domain spell with another domain spell of the same or lower level. A cleric can channel stored spell energy into a domain spell that he has not prepared ahead of time. He can “lose” a prepared domain spell slot to cast a domain spell from the other domain of the same level or lower. Note that this ability only affects the domain spell slot and cannot be used in regards to a cleric’s normal spell slots. This is part of the action of casting a spell.
At 20th level, a cleric may expend 10 + 10 dream points per spell level to spontaneously cast a domain spell using his normal prepared spells. A cleric can channel stored spell energy into a domain spell that he has not prepared ahead of time. He can “lose” a prepared spell slot (even a non-domain spell slot) to cast a domain spell of the same level or lower. Note that this ability only affects the domain spell slot and cannot be used in regards to a cleric’s normal spell slots. This is part of the action of casting a spell.
Druid
Druids are powerful forces of nature within the Dream Plane. They can augment their animal companions with feral potency or instinctive agility and as they grow in power they can even alter themselves with fantastic wild shapes.
Feats of Nature (Ex): At 1st level, a cleric may expend 5
dream points to gain temporary access to one of the following feats for one encounter: Alertness, Animal Affinity, Augment Summoning, Great Fortitude, Iron Will, Natural Spell, Self- Sufficient, Skill Focus (any class skill), Toughness, or Track. A cleric must meet the prerequisites of the feat in order to take it and has access to it only for the duration of the encounter. A druid can only have one extra feat accessed during each encounter. This is a free action.
Spell Templates (Ex): At 1st level, a druid gains access to
two of the spell templates found in Chapter 4. Every four levels thereafter the druid gains access to two spell templates. At 8th level and every fourth druid level thereafter (12th, 16th, and 20th), a druid may learn a new spell template in place of one he already knows. In effect, the druid “loses” the old spell template