Dread

Hit Die: d8

Class Skills: Acrobatics (Dex), Autohypnosis (Wis), Bluff (Cha), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (psionics) (Int), Perception (Wis), Stealth (Dex), Profession (Wis), Spellcraft (Int), Sense Motive (Wis), and Swim (Str).
Skill Points per Level: 6 + Int Modifier

Level Base Attack Fort Ref Will Special Power Points Powers Known Max Power Level
1 +0 +0 +2 +2 Fearsome Insight, Devastating Touch, Talents 1 1 1st
2 +1 +0 +3 +3 Terror 2 2 1st
3 +2 +1 +3 +3 Aura of Fear, Channel Terror 4 3 1st
4 +3 +1 +4 +4 Terror 6 4 2nd
5 +3 +1 +4 +4 Bonus Feat 8 5 2nd
6 +4 +2 +5 +5 Terror 12 6 2nd
7 +5 +2 +5 +5 Immersed in Fear 16 7 3rd
8 +6 +2 +6 +6 Terror 20 8 3rd
9 +6 +3 +6 +6 Bonus Feat 24 9 3rd
10 +7 +3 +7 +7 Terror 28 10 4th
11 +8 +3 +7 +7 Shadow Twin, Twin Fear 36 11 4th
12 +9 +4 +8 +8 Terror 44 12 4th
13 +9 +4 +8 +8 Bonus Feat 52 13 5th
14 +10 +4 +9 +9 Terror 60 14 5th
15 +11 +5 +9 +9 Shadow Twin (100 ft), Twin Fear (Form of Doom) 68 15 5th
16 +12 +5 +10 +10 Terror 80 16 6th
17 +12 +5 +10 +10 Bonus Feat 92 17 6th
18 +13 +6 +11 +11 Terror 104 18 6th
19 +14 +6 +11 +11 Shadow Twin (400 ft) 116 19 6th
20 +15 +6 +12 +12 Fear Incarnate, Terror 128 20 6th

Weapon and Armor Proficiency: Dreads are proficient with all simple and martial weapons, with light armor but not with shields.

Power Points/Day: A dread’s ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on the table above. In addition, she receives bonus power points per day if she has a high Charisma score. Her race may also provide bonus power points per day, as may certain feats and items.

Powers Known: A dread begins play knowing one dread power of your choice. At every class level after 1st, she unlocks the knowledge of a new power.

Choose the powers known from the dread power list. (Exception: The feat Expanded Knowledge does allow a dread to learn powers from the lists of other classes.) A dread can manifest any power that has a power point cost equal to or lower than her manifester level.

The total number of powers a dread can manifest in a day is limited only by her daily power points.

A dread simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night’s sleep each day to regain all her spent power points.

Dread Powers

The Difficulty Class for saving throws against dread powers is 10 + the power’s level + the dread’s Charisma modifier.

Maximum Power Level Known: A dread begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.

To learn or manifest a power, a dread must have a Charisma score of at least 10 + the power’s level.

Fearsome Insight: The dread’s connection to the fears and the subconscious grows and she gains a greater understanding of the mental faculties which regulate fear. This translates into an insight bonus to Intimidate equal to half her class level (minimum +1).

Devastating Touch (Su): A dread is able to channel psionic energy from fear and nightmares into a touch that causes pain. To use this ability, a dread must make a melee touch attack on a living target. If the attack hits, it deals 1d6 points of damage plus 1 point per class level.

Talents: Dreads learn minor powers they can use at will to aid them in a variety of ways. The dread gains 2 talents from the dread talent list.

Terror (Su): Beginning at 2nd level, a dread learns to harness the power of fear in a variety of ways called terrors. Using a terror is a swift action. Some terrors are channeled through her devastating touch class feature. These terrors charge a dread’s touch (and later her weapon) until her next successful attack that round.

Some terrors can be augmented by spending power points, similar to manifesting powers, to increase their effect. When augmenting her terrors with power points, the dread cannot spend more power points than her manifester level on any single use of a terror.

A dread can use her terrors a total number of times per day equal to her dread level + her Charisma modifier.

The dread chooses her terror from the list below. All terrors may only be chosen once unless otherwise specified.

  • Chase Terror: Whenever an adjacent foe that is shaken, frightened, or panicked attempts to take a 5-foot step away from the dread, the dread can, as an immediate action, take a 5-foot step so long as the dread ends up adjacent to the foe that triggered this ability.
  • Concealed Nightmare: The dread gains a shroud of materializing fears around her while using the nightmare form terror, giving her concealment (20% miss chance). The dread must be at least 14th level and have the Nightmare Form terror to select this option. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate.
  • Concealed Nightmare, Improved: While using the Nightmare Form terror, the dread gains total concealment (50% miss chance). The dread must have the Nightmare Form and Concealed Nightmare terrors to select this option. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate.
  • Consuming Nightmare: The dread’s next attack infects the target with nightmare so overwhelming it threatens to strike the creature dead. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or die. If the target succeeds, it becomes immune to this terror for 24 hours. This is a mind-affecting fear death effect. The dread must be at least 16th level to select this option.
  • Fear Incarnate: The dread’s connection to the realm of nightmares and her understanding of the fears of others gives her a terrible insight into how to shake people’s faith in themselves, granting her a bonus to Intimidate equal to her class level while using the nightmare form terror. The dread must be at least 12th level and have the Nightmare Form terror to select this option.
  • Haunting Steps: The dread’s attack slows the target (as the spell) for 1 round per dread level unless she makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). The dread must be at least 8th level to select this option.
  • Horrible Strike: The dread’s attack deals an extra 1d6 points of damage as she empowers her attacks through her connection to the region of nightmares. For every 2 power points spent, this damage increases by 1d6. The dread must be at least 4th level to select this option.
  • Incite Fear: The dread’s next successful attack incites fear in her target. The target must make a Will saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect.
  • Invigorating Fear: If the dread’s reduces an enemy to 0 or fewer hit points this round, she gains temporary hit points equal to her Charisma modifier.
  • Lingering Fear: The dread’s attack causes a lingering fear in the target which prevents rest for one day unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). Inability to rest means the target cannot regain spells or power points, nor heal normally. For each 2 power points spent, this fear lingers for an additional day. This is a mind-affecting fear effect. The dread must be at least 10th level to select this option.
  • Maddening Fear: The dread’s next successful attack imposes a -2 penalty to the struck creature’s Wisdom score in addition to its normal damage. This is mind-affecting fear effect. The dread must be at least 4th level to select this option.
  • Mind Drain: The dread’s attack drains a number of power points equal to the dread’s level unless the target makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). When used against a target with spellcasting, the dread drains away one spell at random equal to 1/2 her dread level or the next lowest level available if none exist for the applicable level. If the target has both spellcasting and power points, the dread chooses which to drain. This is a mind-affecting fear effect. The dread must be at least 6th level to select this option.
  • Mind Rend: The dread’s attack deals 1d8 additional damage if his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not). If the dread spends a power point when activating this terror, the damage increases to 1d10. This extra damage is not multiplied on a critical hit. The dread must be 4th level to take this terror. This terror can be taken one additional time every three levels thereafter (7th, 10th, etc). Each time, it increases the additional damage by one die.
  • Mindlock: The dread can invade the mind of an enemy through their subsconscious by making a melee touch attack that does not provoke attacks of opportunity. The target must succeed on a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier), or be mindlocked for 1 minute per dread level. A mindlock allows the dread to either channel her devastating touch ability at range as a standard action which automatically hits, or attempt an Intimidate check on the target, even though the target might be out of normal range or out of sight. The range of the mindlock is 10 feet per dread level, and the dread does not need line of effect or line of sight once a mindlock is established. This is a mind-affecting effect. A dread can only sustain one mindlock at a time. If the dread attempts to mindlock a new target while another mindlock is active, the active mindlock ends. The dread is aware if the mindlock fails or ends, although she does not necessarily know the reason. The dread must be at least 4th level to select this option.
  • Nightmare Form: The dread’s internal connection to the realm of nightmares allows her to take on the form of nightmares herself. The dread can use Ectoplasmic Form as a psi-like ability at a manifester level equal to her dread level. The dread is still able to use her supernatural abilities while in Nightmare Form, although she suffers all normal restrictions on attacks and targeting. Each use of this ability is considered a daily use of the dread’s Terrors. The dread must be at least 8th level to select this option.
  • Nightmare Step: When the dread is adjacent to a shaken target, she can teleport up to 40 ft. away into a square adjacent to another shaken target. The dread must be at least 10th level to select this option.
  • Nightmare Touch: The dread can use her Devastating Touch ability while using the Nightmare Form terror, even though she normally cannot make physical attacks. This terror is used when Nightmare Form is activated and does not take a separate use of terrors to activate. The dread must be at least 10th level and have the Nightmare Form terror to select this option.
  • Overwhelming Fear: The dread’s next attack stuns her target with overwhelming fear if the attack is successful. The target must make a Fortitude saving throw (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or cower for 1 round. If the attack misses, the effect is wasted. This is mind-affecting fear effect.
  • Paranoia: The dread’s attack causes the target to become intensely paranoid, making it fear even its friends. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or treat all creatures as enemies. The target reacts violently to anyone who approaches and will use the most efficient means of disposing the enemy. The target also attempts a save against all effects he could, unless he makes a successful Spellcraft check to identify the effect. This condition lasts for 1 minute per dread level. This is a mind-affecting fear effect. The dread must be at least 14th level to select this option.
  • Persistent Nightmare Form: The dread can maintain her Nightmare Form inside areas of Null Psionics or dead magic areas. The dread must be at least 18th level and have the Nightmare Form terror to select this option.
  • Ranged Mindlock: The dread can initiate the mindlock terror at a range of 10 ft. per class level instead of as a touch attack as a standard action, but she still requires initial line of sight and line of effect. The target still gets a Will save as normal to resist the mindlock. The dread must be at least 10th level and have the Mindlock terror to select this option.
  • Shroud of Fears: The dread draws on the subconscious fears of those around herself while she is using the Nightmare Form terror, forming translucent shapes around herself representing the inner fears and terrors of those who view her. This grants her a deflection bonus to AC equal to her Charisma modifier. The dread must be at least 10th level and have the Nightmare Form terror to select this option.
  • Sickening Fear: The dread’s attack causes the target to become sickened unless it makes a successful Fortitude save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This effect lasts for 1d6 rounds. This is mind-affecting fear effect. For every additional power point spent, the target also takes 1 point of damage per round the effect lasts. The dread must be at least 6th level to select this option.
  • Soul-Chilling Fear: The dread’s attack creates a conduit between her own subconscious and the mind of her target. The target must make a Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier) or gain 1 negative level. This is a mind-affecting fear effect. For every 3 power points spent, the target gains 1 additional negative level. The dread must be at least 12th level to select this option.
  • Steal Essence: The dread’s next devastating touch attack works as a conduit between the target’s subconscious and her own, turning some of the damage she does into healing energy, reinvigorating the dread. She heals an amount of damage equal to the damage she deals with her Devastating Touch. The dread must be at least 8th level to select this option.
  • Terrified Escape: The dread’s attack causes the target to flee from the dread on its next turn unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect.
  • Weakening Fear: The dread’s attack causes the target to be fatigued for one round per dread level unless it makes a successful Will save (DC 10 + 1/2 the dread’s class level + the dread’s Charisma modifier). This is a mind-affecting fear effect. This terror has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the terror’s duration expires.

Aura of Fear (Su): At 3rd level, a dread radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of a dread with this ability. This ability functions only while the dread remains conscious, not if she is unconscious or dead.

Channel Terror (Su): At 3rd level, the dread learns how to channel her terrors through any melee weapon she is holding or through her devastating touch class feature, even if using devastating touch as a ranged attack (such as through the mindlock terror). If channeling a terror through a weapon, it does not gain the benefits of the devastating touch ability.

Bonus Feat: At 5th level, the dread gains a bonus feat from the following list. The dread must still meet all prerequisites for the bonus feat.

These bonus feats are in addition to the feats that a character of any class gains every two levels. A dread is not limited to the list of feats below when choosing these other feats.

Additional Terror, Disciple of Fear, Extra Terrors, Fear Mastery, Multiple Connections, Open Door, Touch of Terror.

The dread gains an additional bonus feat from the same list every 4 levels thereafter (9th, 13th, and 17th).

Immersed in Fear (Su): At 7th level, the dread gains immunity to fear (psionic or otherwise). This ability functions whether the dread is conscious or unconscious, but not when she is dead.

Shadow Twin (Su): A dread of 11th level is able to draw forth a replica of herself formed from fears and nightmares. The shadow twin appears at a location chosen by the dread that is within 30 ft. and lasts for one round per class level. The dread and this shadow twin are, for all intents and purposes, one person - including only having one round’s worth of actions to use between the two, sharing attacks of opportunity, sharing a single pool of hit points and power points, and having access to all of the same abilities and daily uses of those abilities. If the shadow twin is damaged or healed, the dread takes the damage or healing, and vice versa. If both the dread and the shadow twin are affected by the same area of effect, damage is only counted once.

If the shadow twin attacks, it uses the dread’s attack values. The shadow twin can threaten squares and has all the same equipment as the dread, but charged items or items with limited uses per day have their uses shared between the two. Any permanent magic items are also active on the shadow twin.

The shadow twin can allow the dread to flank an enemy, make attacks of opportunity she wouldn’t normally be able to do, extend the range for a power or mindlock, or just scout ahead.

Effects, both beneficial and detrimental, that affect the dread also affect the shadow twin, and vice versa. The shadow twin must stay within 30 ft. of the dread or the effect immediately ends.

A dread can use shadow twin a number of times per day equal to his Charisma modifier.

At 15th level, the shadow twin must stay within 100 ft. of the dread before the effect ends.

At 19th level, the shadow twin must stay within 400 ft. of the dread before the effect ends.

Twin Fear (Su): When a dread of at least 11th level has a shadow twin active, if any creature within 30 ft. of the dread or the shadow twin suffers from the shaken, frightened, or panicked condition at the start of the dread’s turn, the shadow twin uses a separate action pool instead of sharing the round’s actions with the dread for that round. This means that it and the dread could both make attacks in the same round.

At 15th level, if any creature within 30 ft. of the dread or shadow twin suffers from the frightened or panicked condition, the shadow twin is treated as if under the affect of the form of doom power. Unlike other effects, the dread is not also under this effect.

Fear Incarnate: At 20th level the dread no longer acts as a simple conduit between the realm of nightmares and the Material Plane, but becomes the embodiment of nightmares. The dread’s type changes to Outsider (native), she gains DR 10/psionic, and she gains the ability to turn ethereal at will. In addition, the dread can use the Nightmare Form terror at will, even if she does not already have it. Using Nightmare Form no longer consumes a use of her terrors for the day.

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