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Dungeon Master (3.5e Class)

980 bytes removed, 07:39, 14 August 2009
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{{DnD Base Class Infoboxauthor|imgauthor_name=|imgloc=|imgsize=|imgcaption=|rating_power=|raters_power=|rating_wording=|raters_wording=|rating_formatting=|raters_formatting=|rating_flavor=|raters_flavor=|authors=[[User:Summerscythe|Summerscythe]] ([[User Talk:Summerscythe|Talk]])|datecreateddate_created=July 3rd 2008|adopter=|date_adopted=
|status=Playable, up for any constructive critcism.
|editing= Grammar, formatting and spelling, be my guest, anything else, ask first
|typeimg=Good Guy, Bad Guy}}{{3.5e Class Semantic|descdescription=The Dungeon Master loves to have complete mystical control of the outcome of his life, he can change the world around him to fit his need.
}}
 
==Dungeon Master==
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Simple.
{| class="{{zebra d20}}"
|+
<div>{{#anc:Anchor|Table: The Dungeon Master}}</div>
Hit Die: d8
|-
|-
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
|- class="{{Odd-Even}}"
|1st|| class="left" | +0 || +2 || +2 || +2
| class="left" | Die Fuddle 1/day (Character), Exotic Weapon Proficiency (d4+d6)
|- class="{{Odd-Even}}"
|2nd|| class="left" | +1 || +3 || +3 || +3
| class="left" | Adaptability
|- class="{{Odd-Even}}"
|3rd|| class="left" | +2 || +3 || +3 || +3
| class="left" | Die Fuddle 2/day, Favorable Condition 1/day
|- class="{{Odd-Even}}"
|4th||class="left" | +3 || +4 || +4 || +4
| class="left" | Exotic Weapon Proficiency (d8)
|- class="{{Odd-Even}}"
|5th||class="left" | +3 || +4 || +4 || +4
| class="left" | Die Fuddle 3/day (Allies)
|- class="{{Odd-Even}}"
|6th||class="left" | +4 || +5 || +5 || +5
| class="left" | Favorable Condition 2/day
|- class="{{Odd-Even}}"
|7th||class="left" | +5 || +5 || +5 || +5
| class="left" | Die Fuddle 4/day
|- class="{{Odd-Even}}"
|8th||class="left" | +6/1 || +6 || +6 || +6
| class="left" | Exotic Weapon Proficiency (d10)
|- class="{{Odd-Even}}"
|9th||class="left" | +6/1 || +6 || +6 || +6
| class="left" | Die Fuddle 5/day, Favorable Condition 3/day
|- class="{{Odd-Even}}"
|10th||class="left" | +7/2 || +7 || +7 || +7
| class="left" | Rebuild
|- class="{{Odd-Even}}"
|11th||class="left" | +8/3 || +7 || +7 || +7
| class="left" | Die Fuddle 6/day (Enemies)
|- class="{{Odd-Even}}"
|12th||class="left" | +9/4 || +8 || +8 || +8
| class="left" | Exotic Weapon Proficiency (d12), Favorable or Unfavorable Condition 4/day
|- class="{{Odd-Even}}"
|13th||class="left" | +9/4 || +8 || +8 || +8
| class="left" | Die Fuddle 7/day
|- class="{{Odd-Even}}"
|14th||class="left" | +10/5 || +9 || +9 || +9
| class="left" | World Shift
|- class="{{Odd-Even}}"
|15th||class="left" | +11/6/1 || +9 || +9 || +9
| class="left" | Die Fuddle 8/day, Favorable or Unfavorable Condition 5/day
|- class="{{Odd-Even}}"
|16th||class="left" | +12/7/2 || +10 || +10 || +10
| class="left" | Exotic Weapon Proficiency (d20)
|- class="{{Odd-Even}}"
|17th||class="left" | +12/7/2 || +10 || +10 || +10
| class="left" | Die Fuddle 9/day (anything)
|- class="{{Odd-Even}}"
|18th||class="left" | +13/8/3 || +11 || +11 || +11
| class="left" | Favorable or Unfavorable Condition 6/day
|- class="{{Odd-Even}}"
|19th||class="left" | +14/9/4 || +11 || +11 || +11
| class="left" | Die fuddle 10/day
|- class="{{Odd-Even}}"
|20th||class="left" | +15/10/5 || +12 || +12 || +12
| class="left" | Rule Zero
|-class="noalt"
| colspan="42" class="skill" |
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
'''Weapon and Armor Proficiency:''' A Dungeon Master is proficient with all simple weapons, and either 3 martial weapons of his choice, or one Exotic weapon. He is also proficient with light armor and shields.
'''{{#anc: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.
'''{{#anc:Anchor|Exotic Weapon Proficiency}}:''' At first level, a Dungeon Master Gains both Exotic Weapon Proficiency (d4) and Exotic Weapon Proficiency (d6) without having to meet the prerequisites. He gains Exotic Weapon Proficiency (d8) at 4th level, Exotic Weapon Proficiency (d10) at 8th level, Exotic Weapon Proficiency (d12) at 12th level, and Exotic Weapon Proficiency (d20) at 16th level, He does not need to meet the prerequisites to obtain these feats.
'''{{#anc: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.
'''{{#anc:Anchor|Favorable Condition}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, a Dungeon master can turn any situation into a lucky situation. Once per day as a free action, he may give himself or one of his allies a +2 bonus on any die roll. He gains an additional use of this ability at every third level. At 12th level, he may decide to give an enemy a -2 penalty to any roll.
'''{{#anc:Anchor|Rebuild}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, a Dungeon Master may look at the mistakes he made in the past and change them. Once per month, he may change his race or exchange one feat for another.
'''{{#anc:Anchor|World Shift}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level, a dungeon master has gained so much control over his life that he can change the ground he's standing on, he may treat the area he is in as any sort of terrain for 10 minutes a day.
'''{{#anc:Anchor|Rule Zero}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, whatever the dungeon master says goes, He may use the <i>wish</i> or <i>Miracle</i> spell once per day.
====Epic Dungeon Master====
{| class="{{zebra d20}}"
|+ class="epic" |
<div>{{#anc:Anchor|Table: The Epic Dungeon Master}}</div>
Hit Die: d<-Die size for Hit Die->
|-
! Level !! Special
|- class="{{Odd-Even}}"
| 21st || class="left" | Die Fuddle 11/day, Favorable or Unfavorable Condition 7/day
|- class="{{Odd-Even}}"
| 22nd || class="left" | Bonus Feat
|- class="{{Odd-Even}}"
| 23rd || class="left" | Die Fuddle 12/day
|- class="{{Odd-Even}}"
| 24th || class="left" | Favorable or Unfavorable Condition 8/day
|- class="{{Odd-Even}}"
| 25th || class="left" | Bonus Feat, Die Fuddle 13/day
|- class="{{Odd-Even}}"
| 26th || class="left" |
|- class="{{Odd-Even}}"
| 27th || class="left" | Die fuddle 14/day, Favorable or Unfavorable Condition 9/day
|- class="{{Odd-Even}}"
| 28th || class="left" | Bonus Feat
|- class="{{Odd-Even}}"
| 29th || class="left" | Die Fuddle 15/day
|- class="{{Odd-Even}}"
| 30th || class="left" | Favorable or Unfavorable Condition 10/day
|-class="noalt"
| colspan="42" class="skill" |
4 + [[SRD:Intelligence|Int]] modifier skill points per level.
<-Lather, rinse...->
'''{{#anc: Anchor| Bonus Feats }}:''' The epic Dungeon Master gains a bonus feat (selected from the list of epic Dungeon Master bonus feats) every Three levels after 22nd.
''Epic Dungeon Master Bonus Feat List:'' An Epic Dungeon Master may pick any epic feat that he meets the prerequisites for as a bonus feat.
'''Skill Selection:''' Pick a number of skills equal to 4 + [[Int]] modifier.
{| class="{{zebra d20}}"
|-
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
|- class="{{Odd-Even}}"
| class="left" | Bluff || 4 || Cha || &mdash;
|- class="{{Odd-Even}}"
| class="left" | Diplomacy || 4 || Cha || &mdash;
|- class="{{Odd-Even}}"
| class="left" | Listen || 4 || Wis || &mdash;
|- class="{{Odd-Even}}"
| class="left" | Spot || 4 || Wis || &mdash;
|- class="{{Odd-Even}}"
|}
Characters with ranks in Knowledge (local) can research Dungeon Masters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
{| class="{{zebra d20}}"
|+ <-the appropriate skills->
! DC || class="left" | Result
|- class="{{Odd-Even}}"
| 5 || class="left" | The Dungeon Master can change the outcome of events in there favor.
|- class="{{Odd-Even}}"
| 10 || class="left" | The Dungeon Master can bring bad luck on there enemies, or good luck on there friend.
|- class="{{Odd-Even}}"
| 15 || class="left" | The Dungeon Master hates fate, and learns to change it, and the world around him, to meet his liking.
|- class="{{Odd-Even}}"
| 20 || class="left" | At this level of success you can bring up the details of a specific Dungeon Master.
|}
----
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