Dream Summoner (Apath)

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Unofficial rules compendium

A dream summoner reaches into dreamlands of their own creation to find servants. These ephemeral creatures are insubstantial but real, figments of the summoners imagination and fears.

Class Information

This is a summoner archetype

Alignment: Any chaotic. A dream summoner's magic is a rebellion against the very rules of reality.

Hit Die: d8.

Class Features

The dream summoner has all the summoner's class features, except as described here.

Dream Eidolon

If using Everyman Unchained: Eidolons, the dream summoner always has a dream eidolon.

Summon Monster (Sp)

The dream summoner calls creatures from the dreamlands instead of the outer planes. If a creature would normally be celestial or fiendish, it is instead a dream creature. See manifest dream simple template in the appendix.

Appendix

Simple Template: Manifest Dream (CR +0 or +1)

Table: Manifest Dream DR
Hit Dice DR
1-4
5-10 5/cold iron
11+ 10/cold iron

Manifest dreams are summoned out of the dream summoner's own lucid dreams.

A manifest dream's CR increases by +1 only if the base creature has 5 or more HD.

A manifest dream's quick and rebuild rules are the same.

Rebuild Rules

Type: The base creature gains the chaotic subtype.

Alignment: Any chaotic.

Senses The creature gains darkvision 60 ft.

Defensive Abilities: A manifest dream is immune to figment, glamer, and pattern spells and gains damage resistance as noted on Table: Manifest Dream DR.

Weaknesses: Manifest dreams take a -2 penalty on saves against sleep effects. A manifest dream that is subject to a sleep effect is banished into dream.

SR The creature gains spell resistance equal to its new CR +5. This spell resistance does not apply against sleep effects.

Spell-like Abilities Three times per day as a swift action, a manifest dream can cast true strike.

Summary of Changed Class Abilities

These abilities of the original class are lost or modified in this archetype:

  • Eidolon
  • Summon Monster
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