Bone amulet with a carving of a closed eye in the center of it.
1 extra feat at 1st level.
1 extra skill point per level.
Weapon Familiarity: Dorns may treat bastard swords and Dornish horse spears as martial weapons, rather than as exotic weapons.
Favored Region: Northlands.
+1 racial bonus on Fortitude saving throws. This bonus increases to +5 when the Dorn makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Dorns suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
+1 racial bonus on attack rolls when fighting in groups of five or more Dorns.
+1 racial bonus on attack rolls when using a melee weapon two-handed.
Automatic Languages: Erenlander and Norther. Bonus Languages: Colonial, High Elven, Orcish, and Trader's Tongue.
Favored Class: Any
Heroic path: Dreamer
Oneiromancer: (Ex) A Dreamer gains a pool of Dream Points equal to their level which they may use to fuel their abilities. The spells listed on the chart above are spell like abilities which cost a number of Dream points equal to the level of the spell. Dreamers regain these points at a rate of one point per hour that they sleep. Due to the familiarity the Dreamer has with their own natural sleep patterns, the dreamer can control her own wakefulness, falling asleep with a Concentration DC 10 skill check (retry every minute), and awakening exactly when she chooses.
Control Sleep: (Su) A Dreamer may spend one Dream point to allow an unconscious creature to gain double the usual benefits of sleep. While in a state of enhanced sleep, the subject is extremely difficult to wake, doubling the normal penalties to perception checks incurred while sleeping. This ability also allows a Dreamer to spend one dream point to wake an unconscious person instantly. If the creature is at negative hit points, or under some kind of persistent magical effect, such as a curse, they fall back into unconsciousness the following round. Otherwise, this ability simply wakes any creature it is used upon. Both uses of this ability are Touch effects.
Master of Sleep (Ex): The dreamer can control her own wakefulness, falling asleep with a Concentration DC 10 skill check (retry every minute), and awakening exactly when she chooses. In addition, Their subconscious is incredibly adept at keeping the Dreamer safe while they sleep. The Dreamer never takes penalties to perception checks for being asleep. The dreamer may even make spot checks, which represents the dreamer having a strange, unexplainable sixth sense that allows the to actually dream in detail of their surroundings. For example, if a dreamer is asleep and a robber sneaks into her camp, she is allowed a perception check against the robber without the usual penalties for sleeping. If the Dreamer succeeds, she has an image of the robber enter her dreams, skulking about just as in real life, and may decide wether or not to wake up. In addition, the Dreamer may add their character level to the number of Hit Dice effected by any spell or effect that causes sleep or nightmares, and as a bonus to resisting such effects.