Oneirogen

While some summoners treat their eidolon only as subservient tools, others explore the relationship and its unique sleep-limited duration. Such summoners learn to alter their pact and become a summon of their extraplanar ally on its home plane when asleep, gaining powers and abilities from the exchange. This trade is not without its challenges, though…

Through difficult rituals, the oneirogen (a Thassilonian word meaning “dream creator”) and his eidolon are able to contact one another more directly, utilizing the Dimension of Dreams as their conduit. Here they meet in their dreams, and agree upon an alternative pact, one which places them in a more mutually beneficial relationship. The oneirogen’s subconscious mind is thus able to become the eidolon’s summon; the eidolon is able to summon the oneirogen when awake upon its home plane, and a portion of the oneirogen’s dreaming mind manifests there, displaying different powers, just as the eidolon functions during the oneirogen’s waking life.

The oneirogen can only be summoned by the eidolon when asleep on his home plane; the eidolon likewise is summoned when asleep on its home plane. The adventures they experience on the eidolon’s home plane are not remembered by the oneirogen when he wakes, more akin to a dream, but some knowledge trickles through to his waking life at times… as well as some of the backlash of a failed adventure.

An oneirogen leads a dangerous lifestyle, being exposed to the negative outcomes of his eidolon’s adventures, but many would say it is worth the risk.


REQUIREMENTS


To qualify to become an oneirogen, a character must fulfill all of the following criteria.

Skills: Knowledge (the planes) 5 ranks.
Special: Eidolon class feature or one of the following feats: Augment Summoning, Evolved Companion, Evolved Familiar, Evolved Summoned Monster, or Improved Spell Sharing.
Special: You must be able to cast summon nature’s ally III, summon monster III, or summon eidolon as a spell or spell-like ability.


CLASS SKILLS


The oneirogen’s class skills are Fly (Dex), Handle Animal (Cha), Knowledge (the planes), Ride (Dex), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at each Level: 2 + Int modifier.
Hit Die: d8.


CLASS FEATURES


Level Base Attack Bonus Fort Save Ref Save Will Save Special          Spells Per Day Eidolon Level
1st +0 +0 +0 +1 Close bond, desynchronized sleep, mutual class skills, planar bond, spell-like ability 1
2nd +1 +1 +1 +1 Arcane armor +1 level of spellcasting class +1 level
3rd +2 +1 +1 +2 +1 level of spellcasting class +1 level
4th +3 +1 +1 +2 Familiar horizons +1 level of spellcasting class +1 level
5th +3 +2 +2 +3 Spell-like ability 2, synchronized sleep
6th +4 +2 +2 +3 +1 level of spellcasting class +1 level
7th +5 +2 +2 +4 +1 level of spellcasting class +1 level
8th +6 +3 +3 +4 +1 level of spellcasting class +1 level
9th +6 +3 +3 +5 Spell-like ability 3
10th +7 +3 +3 +5 Homecoming +1 level of spellcasting class +1 level

The following are class features of the oneirogen prestige class.

Weapon and Armor Proficiency: An oneirogen is proficient with all simple weapons.

Spells per Day: When an oneirogen gains a level which grants +1 level of spellcasting class, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an oneirogen, he must decide to which class he adds the new level for purposes of determining spells per day.

Close Bond (Ex): The class levels of an oneirogen which grant +1 level of spellcasting class stack with summoner levels for determining the effect of his summon monster, bond senses, and maker’s call class features. The class levels of an oneirogen which grant +1 level to his eidolon yes, but what about the other guys entering the class without eidolons? This is where they get something out of the progression they’re investing. Maybe their animal begins to get an eidolon’s evolution progression?

Planar Bond: To become an oneirogen, the summoner must become aligned with his eidolon’s home plane (if the creature affected by evolution points is not an eidolon, its master chooses a plane with which it and its evolutions are most closely familiar). This plane is the source of the changes which affect the oneirogen, and is the location where the oneirogen’s subconscious mind is called to in his sleep. The eidolon’s home plane and the oneirogen’s connection to this plane through it grants him additional spell-like abilities, an additional class skill for both himself and his eidolon, and other special abilities.

The choice of plane from which the oneirogen’s eidolon hails is somewhat more limited than the infinite possibilities available to other summoners: the extreme alignments and polarizing natures of the Outer Planes mean that entities from such places will never align with the less-extreme nature of the oneirogen; the summoner and his eidolon cannot align their minds properly enough to draw the summoner to the eidolon’s home plane. The oneirogen is only able to have his eidolon come from the Inner Planes, though some also find alignment within various Demiplanes.

An oneirogen’s eidolon is somewhat limited in its choices for evolutions, based upon the nature of its home plane; an eidolon from the Negative Energy Plane cannot manifest the ability to heal with positive energy or create bright light, for example. Some planes also require the oneirogen to be of a specific alignment in order to be summoned to them. These prohibitions are a two-way street, though: such eidolons have natural evolutionary tracks based upon their plane of origin, gaining certain evolutions at earlier points or a smaller evolution point cost than other, more generally-defined eidolons.

Regardless of the location chosen, the influence of the plane’s energy doesn’t kill the summoner even if it normally would (partially due to not being there in person), instead shifting his abilities to make him more like one of its own natural creatures over time; he changes form to reflect his “dual citizenship” on both his home plane and the plane of his eidolon. These changes begin to noticeably manifest themselves through the oneirogen’s abilities and on his waking body as the oneirogen gains levels. An oneirogen must pick one plane from the list below upon taking his first level of oneirogen. Once made, this choice cannot be changed.

Elemental Planes
   air  
  earth 
   fire 
  water 
Transitive Planes
ethereal
shadow
Energy Planes
positive
negative
Demiplanes
Circle Between
The First World
The Harrowed Realm

This class feature is not unlike a sorcerer Bloodline, and generally only applies to the oneirogen (though some effects extend to the eidolon as well). The oneirogen gains the following abilities as he progresses in levels in the class:

Mutual Class Skill: At 1st level, an oneirogen and his eidolon each gain one of the listed skills as an additional class skill, reflecting their changing natures. When the oneirogen chooses his new class skill from the listed skills the eidolon gains the other option; once this choice is made, it cannot be reversed..

New Spell-like Abilities: At 1st level, an oneirogen begins to change into a hybrid being, gaining a pool of magical energy and learning additional spell-like abilities from his time on his eidolon’s home plane. These spells are similar to the summon monster spell-like ability granted by the summoner class, but are rooted in his own powers gained from his deepening understanding of his eidolon’s home plane. As such, the oneirogen is able to use the spell-like abilities granted by this class even while his eidolon is summoned.

The oneirogen’s pool of energy for casting these spell-like abilities contains a number of points equal to 3 + his Charisma modifier. This pool refreshes each day, at the same time that the oneirogen regains his expended spell slots after rest, but only if the oneirogen has had his rest period’s full hybernative sleep. The spell gained at 1st level requires 1 point from this pool to cast, while the spell gained at 5th level costs 2 points, and the spell gained at 9th level costs 3 points. These spell-like abilities otherwise behave as normal for the spell, though if the spell granted has a costly material component, the oneirogen must pay any required material components.

These spells are considered to be part of the oneirogen’s spell list for the purposes of spell trigger and spell completion items. In addition, the oneirogen can expend uses of this ability to fulfill the construction requirements of any magic item he creates, so long as he can use this ability to cast the required spell.

The spell-like ability uses the oneirogen’s character level as the Caster Level. Any magic-fueled effects caused or created by these spell-like abilities end after the ability’s duration ends, and anything which he created or animated ceases to function or live, even if a spell of the same name would normally behave otherwise.

Setbacks: Despite gaining powers and abilities from his new planar connection, the oneirogen likewise inherits some of the weaknesses of creatures from this plane. At the level indicated, the oneirogen’s changing body manifests the listed weakness.

Class Features: At the indicated levels, the planeswalker gains new abilities from his close connection with his eidolon and subconscious activity within his eidolon’s home plane. These abilities are always available to the planeswalker, unless otherwise noted. Some abilities also require the eidolon to be present in order to function, and so become unavailable for use unless the eidolon is within the appropriate range to the planeswalker.

Affinity Evolutions: The eidolon has several evolutions with which it has an affinity: these evolutions are “in line” with how it would normally evolve upon its home plane and don’t require quite as much work to manifest. Because of this, the eidolon is able to gain one of the following benefits when choosing the evolution:

  • the eidolon may gain such evolutions one level earlier than normal,
  • the eidolon may spend one fewer evolution point to gain the evolution (to a minimum cost of 1 evolution point),
  • the save DC of the ability gained is increased by 1,
  • or the ability’s Caster Level (if applicable) is increased by 1.

The choice of affinity benefit is set until the eidolon’s evolution points are reassigned (such as when the planeswalker gains a new level).

Prohibited Evolutions: Due to the eidolon being summoned from a somewhat-specific location, some evolutions are not appropriate to their abilities; for example, an eidolon from the Negative Energy Plane cannot reasonably make good use of positive energy to heal itself or its allies. Thus, the listed evolutions are not available to an eidolon from the plane in question.

Desynchronized Sleep:
Summary, to help with rewriting:

  • 1/3 of day must be spent sleeping (will fall unconscious automatically 16 hours after waking)
    • Will save vs falling unconscious (“resisting the call”) only option for staying awake; must be made each hour (DC equal to 10 + eidolon’s HD + 1/hour resisted) (or every 10 min?)
    • no penalty for resisting aside from not receiving enough sleep (1d6 nonlethal damage/10 min?) aside from -2 to saves vs sleep
  • cannot be woken normally, except by:
    • damage equal to 1/4 total HP
    • banishment or similar eidolon-dismissing effects (treat the sleeping oneirogen as the eidolon to be removed when casting magic)
  • chance to take damage while dreaming FROM dream
    • damage cannot kill (max 1/2 total HP)
    • if 1/2 total taken cannot hybernate for 24 hours
    • becomes fatigued (can be slept off)

REWRITE:

At 1st level, the new pact between the oneirogen and his eidolon requires more, and deeper, sleep from him. Once per day the oneirogen must rest for a minimum of 8 hours. While asleep, the oneirogen’s body enters a hibernative state (within one hour of him going to sleep), and during this time the oneirogen cannot be awoken by any ordinary means, as his subconscious mind is active upon the plane of the eidolon for the eidolon’s waking period. While in his hibernative sleep, shaking, loud noises, or other mundane means of waking a sleeper do not affect the oneirogen; nothing short of physical damage and magic can wake the oneirogen from his deep slumber ahead of schedule.

There is a risk associated with the altered bond forged between the oneirogen and eidolon: just as an eidolon is in danger (but never killed) when summoned by the oneirogen, so too is the oneirogen in some danger when summoned by his eidolon. Each time the oneirogen enters his hibernative sleep, there is a chance that the oneirogen and eidolon’s adventures are violent, and that they are in a battle or situation where injuries happen. In such a circumstance, the oneirogen may wake with wounds or ability damage.

Once per hibernative rest period there is a chance the oneirogen suffered some manner of calamity while asleep and summoned by his eidolon,. The chance of a disastrous adventure starts at a 1-in-6 chance, increasing to a 1-in-8 chance at 3rd level, a 1-in-10 chance at 5th level, a 1-in-12 chance at 7th level, and a 1-in-20 chance at 9th level. When such an event happens, the damage the oneirogen wakes with is determined by rolling a number of dice equal to the oneirogen’s class Hit Dice for the HP damage and 1d4 for every 5 oneirogen class Hit Dice possessed for the ability damage (affecting a random ability score with each die), then dividing the results of each in half (minimum 0). The oneirogen cannot be slain from damage incurred from his time with his eidolon; he is never reduced to less than half of his total HP by any damage incurred during his dreams, and cannot have an ability score reduced to below 1.

If an oneirogen loses enough hit points in a dream to be reduced to less than 1/2 his total hit points, the oneirogen was “slain” on the eidolon’s world and cannot return to the eidolon while sleeping for 24 hours. For the sake of simplicity, the eidolon is considered to have survived whatever damage it had endured, and has recovered; the greater consequences of its adventures do not affect the oneirogen.

Damage suffered by the oneirogen in his dreams does not wake him, though if he is slain in his dreams, he is immediately removed from his hibernative sleeping state back to a normal sleeping state and gains the fatigued condition. This condition can be removed as normal, though he gains the fatigued condition following each period he sleeps without completing his hibernative rest.

Loud noises, jostling, and even pain won’t rouse the slumbering oneirogen. Dealing at least 1/4 of the oneirogen’s maximum hit points as damage awakens him, but he awakens fatigued and takes a –2 penalty on all saving throws against spells and effects that may put him back to sleep until he receives 8 hours of rest.

cannot be awoken unless he takes at least 1/4 his maximum HP as damage, after reductions or resistances. Every time he is damaged he may make a Perception check to wake up (DC 10, but he takes a -30 penalty), but when receiving damage up to or beyond 1/4 his total HP, he wakes immediately

The oneirogen can also be woken immediately through the use of magic or techniques which would dismiss his eidolon, had he summoned it. While it is unlikely the oneirogen’s allies would be able to put the eidolon to sleep on its home plane to free the oneirogen of its influence, spells such as banishment will wake the oneirogen if cast on him, breaking his subconscious mind’s hold on the eidolon’s world.

This hibernative state happens only once per day, normally at the oneirogen’s usual rest period. The oneirogen must sleep in this state for 7 hours before he can wake (totalling 8 hours of sleep in total for the rest period).

Ending the oneirogen’s hibernative sleep early through any of the described means causes him to be fatigued from lack of sleep, even if he should not normally be, and he cannot regain his expended spell slots unless he receives his entire hibernative sleep requirements.

As the oneirogen gains increasing mastery of his sleeping mind, the time he must spend each day in this hibernative sleep is reduced by a number of hours equal to 1/2 his oneirogen level. He still cannot be woken through ordinary means during his hibernative sleep, but any point after that and before he normally wakes is treated as normal sleep; the oneirogen still needs a full night of sleep as others do, but the time spent in his hibernative sleep is that spent with the eidolon on its home world and must remain uninterrupted.

Refreshing Sleep: Due to the deep slumber of the oneirogen’s hibernative sleep state, the oneirogen and his eidolon recover much more effectively than normal:

  • At 3rd level, the oneirogen’s eidolon gains healing and buffs identical to those gained by the oneirogen for resting. The oneirogen must receive his full hibernative sleep and rest for a sufficient amount of time normally required for a sleep period for the eidolon to gain this effect. The eidolon uses its own hit dice to determine the amount of healing it receives from rest, and may apply any ability score healing it receives from rest to different ability scores than those selected for the oneirogen. The eidolon receives this healing once per day, when summoned for the first time following the oneirogen’s hibernative sleep period.
  • At 6th level, the oneirogen is treated as receiving healing equivalent to a full day of bed rest if he receives his full hibernative sleep and rests for a sufficient amount of time normally required for a sleep period.
  • At 9th level, the oneirogen’s metabolism slows significantly while he is asleep. The unit of time used to measure the duration and time between saving throws of any poison or disease he suffers from is treated as one step larger along the following scale while he is asleep (to a maximum of days): rounds, minutes, hours, days. Thus, a poison that has a frequency of “1/round for 6 rounds” would instead be “1/minute for 6 minutes” while the oneirogen sleeps. While summoned, his eidolon likewise experiences this slowed metabolism when affected by any poisons or diseases.

Arcane Armor (Ex): At 2nd level, if an oneirogen becomes proficient in light armor, he gains the ability to cast spells while in light armor without incurring the normal arcane spell failure chance. If he has more than one class granting arcane spells, he must choose the same class which he advances his spellcasting ability with at 2nd level. Once made, this choice cannot be changed. If he becomes proficient in medium armor, at 6th level he ignores medium armor’s chance of arcane spell failure with the same class’s spell list.

Like any other arcane spellcaster, an oneirogen wearing heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. Any classes which he can cast spells from but had not chosen to grant the arcane armor ability to at 2nd level still incur a chance of arcane spell failure if the spell in question has a somatic component.

Familiar Horizons: At 4th level, the experiences of the oneirogen’s subconscious mind informs some of his waking knowledge. The oneirogen gains a +4 bonus on Knowledge checks related to his eidolon’s home plane or to identify creatures from his eidolon’s home plane, and both the oneirogen and his eidolon can use the Aid Another action with any Knowledge checks made with regards to the eidolon’s home plane.

Synchronized Sleep: At 5th level, the oneirogen’s subconscious mind has matured to the point of remaining partially aware of his physical body’s state while he is in a hibernative sleep state. The oneirogen can make Perception checks while in his hibernative sleep, taking a -15 on the check instead of the normal -10 for sleeping. If he succeeds on a Perception check to wake, the oneirogen’s hibernative sleep is interrupted, but he wakes slowly: he takes 1 minute to reach a state in which he could rise and react to the external stimulus. The Planeswalker is considered helpless and still asleep during this time while his subconscious mind returns to his body.

If the Planeswalker’s body is physically damaged, he may make a Perception check with a -10 on the check to wake, and will instantly be roused if this check is successful. This may interrupt his 1-minute wakeup cycle.

Somnambulist (Su):

  • The oneirogen and his eidolon are in synch with each other at all points of the day. If the eidolon is slain, the time the oneirogen must wait to summon it again is reduced by 3 hours per oneirogen level.
  • kyle’s idea about kind of having your personality subsumed
  • can spend your standard action to concentrate and add power to the eidolon
    • considering a flipside: the eidolon concentrates and one of your spells, spell-likes, or ability’s (when within 100 ft) effective caster levels and/or any associated save DCs are increased by 2, and any attempts at dispelling the spell or whatever take a –4 penalty on the dispel check.

Homecoming (Ex): At 10th level, the planeswalker has spent so much time on his eidolon’s home plane that he becomes a native creature to both his home plane and his eidolon’s, and gains superficial physical characteristics as appropriate to natives of his eidolon’s plane. For example, if the planeswalker’s eidolon is from the Plane of Fire, the planeswalker gains features such as a red hue to his skin and burning hair. The planeswalker may also plane shift from his eidolon’s home plane to his own (or vice versa) once per day as a spell-like ability, or for 5 uses of his summon monster spell-like ability.

The planeswalker is forevermore treated as a native outsider of both his home plane and his eidolon’s home plane, rather than as a humanoid (or whatever the planeswalker’s creature type was) for the purpose of spells and magical effects, and is safely able to physically visit and reside upon both his home plane and his eidolon’s without any form of extra protective gear or magic, as a natural native of either realm. Unlike other outsiders, the planeswalker can still be brought back from the dead as if he were a member of his previous creature type.

Alignment Conflict: If the restrictions on the oneirogen’s alignment are not followed, the eidolon and oneirogen are considered to be out of alignment with each other, and the oneirogen cannot use any class abilities granted by his plane of choice or visit the eidolon’s home plane until he rectifies the problem.

Oneirogen

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