Changes
→Dungeon Master
==Dungeon Masterlord==
A dungeon Master hates fate, he hates thinking that everything happens for a reason or that he's following some divine path. Everything happens for his reason, and he follows his own friggin path, and if anyone tries to tell him different, he'll just change the course of events to take him back to <i>His</i> path. He learns how to change the outcome of the world around him to suit his needs, some call it luck, some call it magic, the Dungeon Master knows however, that it is merely him doing what he wants.
===Making a Dungeon Masterlords===
A Dungeon Master Doesn't necessarily have a particular role in the party, he is more of a luck bringer than anything else, though his adaptability ability can allow him to fill a role such as a rogue or ranger if need be, and his choice of class skills can let him fill the role of party socializer or scholar. He plays well in party that already has all the normal things: A healer, a tank, a rogue and such. He adds his own little twist to gameplay, turning the odds in favor of his allies or against his enemies.
'''Abilities:''' A Dungeon Master lord benefits from Strength and Dexterity as much as the next person. Intelligence gets him more skills and depending on which skills you choose the proper ability score also applies.
'''Races:''' Humans are the most likely to be Dungeon Masters, their need to control makes them thrive in this class. Half-Elves and Gnomes also have a tendency to appreciate the Dungeon Master.
'''Alignment:''' Most Dungeon Masters lords tend to stray the chaotic path, but may be any alignment
'''Starting Gold:''' 6d4×10 gp (150 gp).
| colspan="42" class="skill" |
'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, ×4 at 1st level)'''<br/>
A Dungeon Master lord picks 8 + his [[Int]] Modifier skills at first level and treats them as class skills.
|}
====Class Features====
All of the following are class features of the Dungeon Masterlord.
'''Weapon and Armor Proficiency:''' A Dungeon Master lord 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.
'''{{Anchor|Die Fuddle}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At the Beginning, a Dungeon Master lord 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 lord 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.
'''{{Anchor|Adaptability}}:''' A Dungeon master lord 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.
'''{{Anchor|Favorable Condition}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 3rd level, a Dungeon master lord 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.
'''{{Anchor|Rebuild}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 10th level, a Dungeon Master lord 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.
'''{{Anchor|World Shift}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 14th level, a dungeon master lord 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.
'''{{Anchor|Rule Zero}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 20th level, whatever the dungeon master lord says goes, He may use the <i>wish</i> or <i>Miracle</i> spell once per day.
====Epic Dungeon Masterlord====
{| class="zebra d20"
|+ class="epic" |
<div>{{Anchor|Table: The Epic Dungeon Masterlord}}</div>
Hit Die: d<-Die size for Hit Die->
|-
|}
'''Die Fuddle:''' The Dungeon Master lord gains an additional use of his Die Fuddle ability every other level.
'''Favorable or Unfavorable Condition:''' The Dungeon Master lord gains an additional use of his Favorable or Unfavorable Condition ability every third level.
<-Lather, rinse...->
'''{{Anchor| Bonus Feats }}:''' The epic Dungeon Master lord 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 lord may pick any epic feat that he meets the prerequisites for as a bonus feat.
====Human Dungeon Master lord Starting Package====
{{Section Description Needed}}
===Campaign Information===
====Playing a Dungeon Masterlord====
'''Religion:''' Dungeon Masters lords arn't big on religion, that means a controlled divine path usually, but every now and then you'll here mention of the big Dungeon Master in the sky.
'''Other Classes:''' A Dungeon Master lord can get a long with just about anyone, though lawful classes might be a little peeved with his "I do what I want" ideals.
'''Combat:''' A Dungeon Master lord can Charge head on into combat or stay back and support his allies by manipulating the outcome of there actions in the favor.
'''Advancement:''' Depending on how the Dungeon Master lord Adapts himself, he can go in many directions. He tends to favor more free classes like the Shadowdancer.
====Dungeon Masters lord in the World====
{{quote|Fate? Just a four letter word that means nothing to me, I create my own... Fate|orig= Jeremiah Clessick, Human Dungeon Master}}
'''Notables:''' There is legend of a Dungeon Master who long ago changed the very material plane to what it is today.
'''Organizations:''' Dungeon Masters lords never organize, but they have been known to travel together.
'''NPC Reactions:''' Authorities look down on the Dungeon Master's free ideals, but common folk dont mind them at all, in fact, they think they're fun...
====Dungeon Master lord Lore====
Characters with ranks in Knowledge (local) can research Dungeon Masters lords 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"
! DC || class="left" | Result
|-
| 5 || class="left" | The Dungeon Master lord can change the outcome of events in their favor.
|-
| 10 || class="left" | The Dungeon Master lord can bring bad luck on their enemies, or good luck on their friends.
|-
| 15 || class="left" | The Dungeon Master lord hates fate, and learns to change it, and the world around him, to meet his liking.
|-
| 20 || class="left" | At this level of success you can bring up the details of a specific Dungeon Master.