Dream-Torn (3.5e Template)

Dream-Torn

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3e Summary::Dream-Torn people have experienced horrors within the Dreamscape. Often, these nightmares center around a single person or event and are connected to the creatures subconscious.

Dream-Torn experience vivid nightmares upon resting each night. These nightmares always focus on a particular person or event in either the past or future that the Dream-Torn has a special connection to, though what occurs always negatively affects the dreamer. Because of this connection, the Dream-Torn gains certain effects at the cost of only receiving half the benefits from resting.

Creating a Dream-Torn

This is an acquired template that can be applied to any living corporeal creature, referred to hereafter as the base creature, that dreams, therefore elves, who do not dream without special effect, cannot become a Dream-Torn. Upon creation, a Dream-Torn chooses whether the effects of this template will manifest Physically or Mentally. (Please note that what is listed here may be changed at the DM's discretion to better suit their campaign, but must remain link and manifest type appropriate.)

Size and Type

Size and Type are unchanged.

Hit Dice

Hit Dice add 1 level of outsider d12

Speed

Base Speed is unchanged. If a Dream-Torn character manifests Physically, flight may be gained in the form of wings upon reaching ECL 7 at 50ft with average maneuverability if character has an appropriate link.

Armor Class

Armor Class remains unchanged.

Attack

Attacks can harm peoples dreams.

Full Attack

Does not change.

Special Attacks

Base creature may gain special attacks and/or abilities at the discretion of the DM based upon character manifestation type and link. Otherwise remains unchanged.

Special Qualities

Special Qualities are gained every third ECL based upon character manifestation type and link. Upon reaching 7th ECL a Mentally manifesting Dream-Torn gains Flight, as the spell, at will to use only on self if the character has an appropriate link. Otherwise remains unchanged.

Abilities

If the Mental manifestation type was chosen, the base creature receives a +2 bonus to either Intelligence or Wisdon. If the Physical manifestation type was chosem, the base creature receives a +2 bonus to either Strength or Constitution.

Skills

+2 bonus to 2 link appropriate skills. Increases to +4 bonus at ECL 6.

Feats

None.

Environment

Any locale inhabited by base creature.

Organization

Usually solitary, as society cannot understand what these people endure, though occasionally they will gather in groups of 3-4 in order to feel less abandoned by the world.

Challenge Rating

The above template adds a +1 to CR, though this may differ at DM's discretion.

Treasure

Standard.

Alignment

Usually Chaotic Neutral.

Advancement

By character class.

Level Adjustment

LA +2, may also be changed based upon effects chosen by DM.



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