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Subject: New Core Class: Dungeon Master

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Frederyck
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Uppsala, Sweden

05/06/2006 7:14 AM  
Game Rule Information
*********************
Abilities: Intelligence, Wisdom, Charisma and Stamina are all important to the Dungeon Master as it helps them keep on top of things when Players try to outmanuever them, outlast them or simply are not listening. A good Dex score is never bad as those die rolls can be very important at times.

Alignment: Usually Lawful to be able to keep track of all the rules and enforcing them properly, but some Dungeon Master prefer the free form type of adventure where rules take a back seat.
Hit Die: d4

Class Skills
************
The Dungeon Master's class skills are Appraise, Bluff, Concentration, Decipher Script, Gather Information, Intimidate, Knowledges (all skills taken individually), Listen, Sense Motive, Spot.
Skill Points at first level: (8+Int modifier)*4
Skill Points at each additional level: 8 + Int Modifier

Class Features
***************
All of the following are Class features of the Dungeon Master.
Weapon and Armor Proficiency: A Dungeon Master is proficient with all simple weapons and with no armor and with the Dungeon Master Screen Exotic Shield.

Bonus Feats
At 5th, 10th, 15th and 20th the Dungeon Master gets bonus feats

Gamer Charisma
Any Charisma bonus the Dungeon Master has is deducted from Charisma Skill rolls instead of added, whenever the Dungeon Master is interacting with a non-gamer. Basically, the more charming a Dungeon Master is to fellow gamers, the more repugnant he is to non-gamers. this feature is negated when the Dungeon Master reaches the 20th level.

Fudge Die Roll (Ex)
At 1st level the Dungeon Master can fudge die rolls once plus one for every two levels each session. For example, a first level Dungeon Master can fudge one die roll per session, at second level this becomes two rolls, at fourth it is three rolls, at sixth it is four rolls and so on.

Snack Stomach (Ex)
At 2nd level the Dungeon Master gains the ability to sustain nourishment from even the vilest forms of fast food and snacks available.

Die Evasion (Su)
At 5th level and above, a Dungeon Master automatically avoids damage from thrown dice.

Ignore Player Stupidity (Ex)
At 10th level a Dungeon Master can ignore Player Stupidity (see Class Features of the Player for more information) and can thus manipulate Players more easily into the plot of an adventure.

Stamina of the Nerds (Su)
At 15th level a Dungeon Master's need for sleep has been reduced to a mere 4 hours per night during week ends provided the waking hours are spent gaming. The normal 12 hours per night still apply to week days.

Hero of the Convention
At 20th level the Dungeon Master can play continously without interruption through a whole convention and still gain the benefits of a full nights rest each 24 hours.

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Cthulhufnord
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Umass Amherst Baby!

05/06/2006 12:10 PM  
interesting, but a little underpowered. I'd consider giving the class acess to summon monster spells.

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

B
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05/06/2006 12:21 PM  
Stamina of the nerds!! Classic!! I'm going to have to direct my DM to this [:D]


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kestrel.ca
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05/06/2006 12:39 PM  
Not to mention the ability to warp and alter reality at will!


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madda
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05/06/2006 7:08 PM  
I agree with the observation that it's underpowered. Especially with regards to the broken "Munchkin Player" core class.
I would add:
Last Call (Sp)
At 3rd level the Dungeon Master gains the ability to make the last call on any argument around the table. (Will save negates).
Call for Mini (Sp)
At 7th level the Dungeon Master can coerce any other player to bring a miniature needed for the game. (Will save partial - can bring substitute).

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AesophDarkfable
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05/06/2006 7:10 PM  
I would add

Recently Dumped TPK: Anger at recently being dumped by their significant other, the DM takes out his vengeance on the players causing them to all die horrible deaths. There is no save, and not even +1 armor can save you from the lava.


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Grim
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05/06/2006 7:49 PM  
quote:
Originally posted by B

Stamina of the nerds!! Classic!! I'm going to have to direct my DM to this [:D]



He's here. I must not have made 10th level yet. You guys can be damned hard to steer sometimes. lol.

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Amurayi
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05/06/2006 10:19 PM  
lol... that`s great!

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madda
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05/07/2006 4:55 AM  
quote:
Originally posted by AesophDarkfable

I would add

Recently Dumped TPK: Anger at recently being dumped by their significant other, the DM takes out his vengeance on the players causing them to all die horrible deaths. There is no save, and not even +1 armor can save you from the lava.





Ouch. That must really hurt.
(Both for the DM and the players)

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glumag
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05/07/2006 7:33 AM  
brilliant! [:D]

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Frederyck
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Uppsala, Sweden

05/08/2006 3:07 AM  
Alter Reality (Su)
The Dungeon Master gains the supernatural ability to alter reality. This ability is limited at first, but as the Dungeon Master advances in level, Alter Reality gets more powerful.

Alter Reality I (Su)
At first level, the Dungeon Master can alter reality to buff encounters involving the big bad of the adventure. This might take various forms, as the big bad might have to make an escape to be able to appear later, or to boost the power level of the encounter to better suit the player characters' levels.

For example, a party of four third level characters are a few rounds into the final encounter with GorrZxa'cs the Terrible, a one-armed, hunchbacked and blind second level Commoner Halfling with scurvy. The Dungeon Master realises suddenly that the fight is a trifle easy. He can then invoke the power of Alter Reality and change GorrZxa'cs into for example a Shapechanged Ancient Red Dragon to better suit the party's level.

Alter Reality II (Su)
At fifth level the powers of the reality alterations increase significantly. The Dungeon Master is now not limited to using random encounters in addition to the planned altercations in an adventure, but can actually just decide what will happen on the spur of a moment. If the picture of the Dire Butterfly in a Monster Manual entices the Dungeon Master to use it, he is free to do so, regardless of the current aventure, be it underwater or in a desert!

Alter Reality III (Su)
At the ninth level, the Dungeon Master can change the backstory, geography or location of entire nations at whim, not having to adher to published material. If the Dungeon Master feels that the Kingdom of Furious needs to be an oppressive dictatorship in alliance with iPoz the Evil, to further an adventure seed, the face of Eorth changes immediatly to accomodate for this.

Alter Reality IV (Su)
At 14th level, the Dungeon Master can create whole Worlds from scratch, not having to rely on published material at all.

Alter Reality V (Su)
At level 20, the Dungeon Master can now control the destiny and fate of even the players themselves and not only that of the characters. This is a very disturbing power and can only be countered by reading Jack Chick pamphlets about roleplaying.

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zenthrus
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SLC, UT

05/08/2006 6:19 AM  
Seems I finally made 20th-level in something. Who needs sleep? Just drink more Mountain Dew [:D]

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Grim
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05/08/2006 11:50 AM  
I leveled! Now to try out my new abilities.

I am a leaf on the wind...Urrk!!--Wash, "Serenity"

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Cthulhufnord
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Umass Amherst Baby!

05/09/2006 3:54 AM  
Haha I'm based off a class-less system. I've got no class! [:D]
.... wait a minute....[)]

Pathetic Earthlings. Hurling your bodies out into the void - without the slightest inkling of who or what is out here. If you had known anything about the true nature of the universe - anything at all - you would have hidden from it in terror.

orcmonk220
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05/11/2006 4:45 AM  
Indeed, it's quite the core class. How fun!

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willoh
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Columbus, Ohio

05/11/2006 8:09 AM  
Perform needs to be a class skill. Otherwise excellent.

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