conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Joxer t' Mighty: Hit Dice:  d8
  
  {table=head] Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Man. Known | Man. Readied | Stances Known | Special |
  1st| +0 | +0 | +2 | +2 |1|0|0|Impose Will, Unsleeping Guard
  2nd| +1 | +0 | +3 | +3 |1|0|0|Psychic Renewal
  3rd| +2 | +1 | +3 | +3 |1|1|0|Merge With the Beast
  4th| +3 | +1 | +4 | +4 |1|0|0|Extrude Dire Dreamself
  5th| +3 | +1 | +4 | +4 |0|0|1|-
  6th| +4 | +2 | +5 | +5 |1|1|0|Cloak of Dreams
  7th| +5 | +2 | +5 | +5 |1|0|0|See Reality
  8th| +6 | +2 | +6 | +6 |1|0|0|Fortify the Mind
  9th| +6 | +3 | +6 | +6 |1|1|0|-
  10th| +7 | +3 | +7 | +7 |0|0|0|Dream Crown
  [/table]
  
  The Dreamguard's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (psionics/the planes/tactics) (Int), Lucid Dreaming (Wis), Martial Lore (Wis), Psicraft (Int), Use Psionic Device (Cha)
   Skills Points at Each Level:  4 + int modifier
  
   Class Features 
  All of the following are class features of the Dreamguard prestige class.
  
   Weapon and Armor Proficiency:  Dreamguards gain no proficiency with any weapon or armor.
  
   Maneuvers:  At each level except 5th and 9th, you gain a new maneuver known from the Sleeping Goddess discipline. You must meet a maneuver's prerequisite to learn it. You add your full Dreamguard levels to your initiator level to determine your total initiator level and your highest-level maneuvers known.
  
  At 3rd, 6th and 9th level you gain an additional maneuver readied per day.
  
  You gain additional power points as normal by gaining maneuvers in the Sleeping Goddess maneuvers.
  
   Stances Known:  At 5th level, you learn a new martial stance from the Sleeping Goddess discipline. You must meet the stance's prerequisite to learn it.
  
   Impose Will (Su):  The dreamguard sees no difference between the fabrications of the mind (called dreams) and the fabrications of the world (called reality). This belief is no mere aberration, because the character can alter reality merely by imposing her will. The character can impose her will to boost a save Difficulty Class of a maneuver they use, a skill check result, an attack roll result, or a saving throw result. The character uses her psionic power points to energize this imposition of will as a free action. Power points are utilized on a curve; 1 power point increases a check or DC by 1, 3 power points increase a check or DC by 2, 5 power points increase a check or DC by 3, and so on. However, a dreamguard can spend only a number of power points per day equal to her dreamguard class level. No single roll or check can be modified by more than +4, even if the character has more allowed power points to spend.
  
   Unsleeping Guard:  While sleeping or unconscious you are not considered automatically willing, and may still make saves that would otherwise be waived due to your sleeping or unconscious condition.
  
   Psychic Renewal:  At 2nd level your mind and body grow more interconnected. You gain  Psychic Renewel  as a bonus feat.
  
   Merge With the Beast (Ex):  You may merge with your id, becoming a creature of considerable cunning.
  Your features gain an eerie beauty and your movements and actions become surreal. While in this merger you gain a +4 bonus to Wisdom and a +4 bonus to Charisma. She adds her (newly improved) Wisdom-modifier as an insight bonus to her AC while in this merger. This merging lasts for a number of rounds equal to 3 + the dreamguard’s  (newly improved) Charisma modifier. A dreamguard may prematurely end this merger.
  
   Extrude Dire Dreamself (Ps):  The dreamguard can siphon off a portion of her mind to create a dire dreamself†, which appears in an adjacent square. The dreamguard can create a number of dire dreamselves equal to her prestige class level at any one time (all of which must be adjacent, if not to the character, then at least to the closest dire dreamself). The character can use this ability once per day. Dire dreamselves so created last one minute. Thoughts of violence and the essence of remembered nightmares coalesce to form the dire dreamself. As such, it is a creature of carnage, and only when conflict beckons does it extrude from the awakened dreamer. An awakened dreamer can extrude a dire dreamself both in the waking world or while physically navigating Dream.
  
   Cloak of Dreams (Ps):  Once per day, the character can swathe her body in a cloak of dreams by creating a diaphanous shell of dreamstuff that partially blends with her physical body. The character’s cloak of dreams grants her a +1 insight bonus to Armor Class per three prestige class levels, a +1 morale bonus on Will saves  against  mind-affecting effects per three prestige class levels, and temporary hit points equal to 8 +1 per prestige class level.
  The cloak of dreams lasts a number of hours equal to the character’s prestige class level.
  
   See Reality:  At 6th level you have become so accustomed to phantasms and nightmares that you can see through illusions and miss-chances as if possessing True Seeing.
  
   Fortitfy the Mind (Ps):  The character can make constructions of nothing more substantial than the will to build. Essentially, the dreamguard can manufacture one dreamwall per day. The awakened dreamer can add a new construction by anchoring it to older dreamwalls so that she can create ever
  larger edifices.
  
  Dreamwalls have the following characteristics:
  A dreamguard can create dreamwalls in sections of up to one 10-foot square per prestige class level, and she can create them both in Dream and in the material world.
  
  They last until destroyed. A dreamwall cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when an awakened dreamer creates it can attempt a Reflex save to disrupt the wall as it forms. A successful save indicates that the dreamwall does not form.
  Like all objects, dreamwalls take half damage from applicable attacks, and they have a hardness of 2. A dreamwall can be up to 1 inch thick per prestige class level. Each 10-foot square of wall has 1 hit point per inch of thickness. It covers up to a 10-foot-square area per prestige class level. The awakened dreamer can orient the wall in any fashion as long as she anchors it. She can anchor a vertical wall to the floor, while she can anchor a horizontal or slanting wall on two opposite sides.
  Creatures can hit a dreamwall automatically. A section of wall whose hit points drop to 0 steams away to nothing. If a creature tries to break through the wall with a single attack, the Difficulty Class for the Strength check is 10 plus prestige class level.
  
   Dream Crown (Su):  At 10th level, the dreamguard can bond completely with their dreamself once per day for a period of one minute. A radiance as of many stars fills their permanently staring eyes, protecting her and strengthening her. The dreamguard briefly gains the dreamborn subtype (and so all attacks against her suffer a 20 percent miss chance). In addition, she gains a +4 deflection bonus to Armor Class as well as a +4 resistance bonus on all saves, a +4 competence bonus on all skill checks and ability checks, and a +4 bonus to set Difficulty Classes of maneuvers he uses.
  The Dreamguard gains power resistance 10 plus half his initiator level. If a creature succeeds at a melee attack against the aura-protected character, the offending attacker’s vision is replaced with a  dream of the  dreamguard’s choice and they are affect as if by the microcosm power. They remain trapped in this dream for the remainder of the dream crown's duration.