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Clarified Exotic Weapon Proficiency
'''{{Anchor|Die Fuddle}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the Beginning, a Dungeon Master can change the outcome of the world around him, Once per day at first level, he may reroll any roll he makes. He gains an additional use of this ability every other level. At 5th level, he may reroll any roll his allies have made. At 11th level he may reroll any roll an enemy has made. At 17th level, he may reroll any dice rolled.
'''{{Anchor|Exotic Weapon Proficiency}}:''' At first level, a Dungeon Master Gains both Exotic Weapon Proficiency (d4) with all exotic weapons with d4s for damage dice and Exotic Weapon Proficiency (d6) with all exotic weapons with d6s for damage dice without having to meet the prerequisites. He gains Exotic Weapon Proficiency (d8) with all exotic weapons with d8s for damage dice at 4th level, Exotic Weapon Proficiency (d10) with all exotic weapons with d10s for damage dice at 8th level, Exotic Weapon Proficiency (d12) with all exotic weapons with d12s for damage dice at 12th level, and Exotic Weapon Proficiency (d20) with all exotic weapons with d20s for damage dice at 16th level, He does not need to meet the prerequisites to obtain these feats.
'''{{Anchor|Adaptability}}:''' A Dungeon master learns how to adapt to his style, at second level, he gains one of the following abilities: Trapfinding, track, Turn or Rebuke Undead, Bardic Knowledge, or a Familiar.