Jormengand
2012-12-30, 06:35 PM
Yeah, if you're just going to come and tell me this isn't funny, don't. If you don't get the references, it's not funny. If you've seen this kind of thing before, it's not funny. If you only look at the spell selection, it's not funny.
If you actually know the stuff I'm referencing, look at all the special abilities... it might be funny. It might not. So please, if you're here to tell me it's a bad class, it's not balanced/playable etc. just don't. Okay?
Alignment: Any, though they have an alarming tendency to be lawful evil.
Hit die: D%
Class skills: All skills are always class skills for the Dungeon Master.
Skill points: 20+Int (*4 at first level in 3.5 ed.)
Starting gold: 50d%*1000
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
20/15/10/5|
+10|
+10|
+10| Bonus Feats (Combat), Supremacy +100
2nd|
40/35/30/25|
+15|
+15|
+15| Bonus Feats (Item Creation), Supremacy +200
3rd|
60/55/50/45|
+15|
+15|
+15| Bonus Feats (Metamagic), Supremacy +300
4th|
80/75/70/65|
+20|
+20|
+20| Bonus Feats (All), Supremacy +400
5th|
100/95/90/85|
+20|
+20|
+20| Voice of Command, Supremacy +500
6th|
120/115/110/105|
+25|
+25|
+25|Supremacy +600
7th|
140/135/130/125|
+25|
+25|
+25|Supremacy +700
8th|
160/155/150/145|
+30|
+30|
+30| Write Out, Supremacy +800
9th|
180/175/170/165|
+30|
+30|
+30|Supremacy +900
10th|
200/195/190/185|
+35|
+35|
+35|Supremacy +1000
11th|
220/215/210/205|
+35|
+35|
+35|Supremacy +1100
12th|
240/235/230/225|
+40|
+40|
+40|Write In, Supremacy +1200
13th|
260/255/250/245|
+40|
+40|
+40|Supremacy +1300
14th|
280/275/270/265|
+45|
+45|
+45|Divine Retribution, Supremacy +1400
15th|
300/295/290/285|
+45|
+45|
+45|Supremacy +1500
16th|
320/315/310/305|
+50|
+50|
+50|Supremacy +1600
17th|
340/335/330/325|
+50|
+50|
+50|Rocks Fall, Everyone Dies, Supremacy +1700
18th|
360/355/350/345|
+55|
+55|
+55|Supremacy +1800
19th|
380/375/370/365|
+55|
+55|
+55|Supremacy +1900
20th|
400/395/390/385|
+60|
+60|
+60|The True Master, Supremacy +2000[/table]{table=head]Spells Per Day
{table=head]Level | 0* | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | 20 | 18 | 16 | 14 | 12 | 10 | 8 | 6 | 4 | 2 |
2nd | 40 | 36 | 32 | 28 | 24 | 20 | 16 | 12 | 4 | 4 |
3rd | 60 | 54 | 48 | 42 | 36 | 30 | 24 | 18 | 8 | 6 |
4th | 80 | 72 | 64 | 56 | 48 | 40 | 32 | 24 | 12 | 8 |
5th | 100 | 90 | 80 | 70 | 60 | 50 | 40 | 30 | 16 | 10 |
6th | 120 | 108 | 96 | 84 | 72 | 60 | 48 | 36 | 20 | 12 |
7th | 140 | 126 | 112 | 98 | 84 | 70 | 56 | 42 | 24 | 14 |
8th | 160 | 144 | 128 | 102 | 96 | 80 | 64 | 48 | 28 | 16 |
9th | 180 | 162 | 144 | 126 | 108 | 90 | 72 | 54 | 32 | 18 |
10th | 200 | 180 | 160 | 140 | 120 | 100 | 80 | 60 | 36 | 20 |
11th | 220 | 198 | 176 | 154 | 132 | 110 | 88 | 66 | 40 | 22 |
12th | 240 | 216 | 192 | 168 | 144 | 120 | 96 | 72 | 44 | 24 |
13th | 260 | 234 | 208 | 182 | 156 | 130 | 104 | 78 | 48 | 26 |
14th | 280 | 252 | 224 | 196 | 168 | 140 | 112 | 84 | 52 | 28 |
15th | 300 | 270 | 240 | 210 | 180 | 150 | 120 | 90 | 56 | 30 |
16th | 320 | 288 | 256 | 224 | 192 | 160 | 128 | 96 | 60 | 32 |
17th | 340 | 306 | 272 | 238 | 204 | 170 | 136 | 102 | 64 | 34 |
18th | 360 | 324 | 288 | 252 | 216 | 180 | 144 | 108 | 68 | 36 |
19th | 380 | 342 | 304 | 266 | 228 | 190 | 152 | 114 | 72 | 38 |
20th | 400 | 360 | 320 | 280 | 240 | 200 | 160 | 120 | 76 | 40 |
[/table][/table]
The Dungeon Master is proficient with all weapons, all armour and all shields including tower shields.
The Dungeon Master knows all spells from all spell lists. He need not prepare spells in advance, nor carry a spellbook. Regardless of the spell list used, the DM does not suffer arcane spell failure.
*In Pathfinder, ignore this column entirely. Like other spellcasters, the Dungeon Master's level 0 spells can be cast indefinitely.
Bonus Feats (Ex)
The Dungeon master gains all feats from the given category at the given level (see table). In 3.5, combat feats are all the feats which a fighter can take as bonus feats.
Supremacy(Ex)
At first level, and every level thereafter, the Dungeon Master's ability scores are all increased by 100 points.
Voice of Command (Ex)
At 5th level, the DM is so powerful that he can make a creature follow his commands. At will, and as an immediate action, the DM can command a creature to perform a single action, which it must obey as soon as possible, even if it cannot understand the Dungeon Master's commands. No saves are allowed against the Voice of Command.
Write Out (Su)
From eighth level onwards, the Dungeon Master may attempt to write any character out of existence as a standard action at will. The Dungeon Master aquires the script, which must be held along with some form of writing implement to complete the action, which involves drawing a single line on the script. The target must succeed on a will save with a DC equal to 10 + the Dungeon Master's intelligence modifier + the Dungeon Master's wisdom modifier or be obliterated from the plot.
Any who are written out are treated as having died from old age and being in a dead-magic, dimensionally locked plane which cannot be accessed by any means until such a time as they are written back in. This means that not even a wish or true resurrection spell can return them.
Write In (Su)
From twelfth level onwards and as a full-round action, the Dungeon Master can write any creature into existence at will. The creature can be anything of the Dungeon Master's description, or it can be a creature that was written out previously. He may also choose to write any creature, including himself, into a different location. If the target exists already, it gets a will save, of the same DC as Write Out, if it wishes.
Otherwise, the target appears in a location of the Dungeon Master's choosing. Note that the Dungeon Master does not have control of the target.
Divine retribution (Su)
From fourteenth level onwards, the Dungeon Master can call down a bolt of lightning on a creature at will as a standard action. The lightning bolt deals 10d6 points of untyped damage per level, and ignores all damage reduction. The Dungeon Master may choose to deal non-lethal damage instead.
Rocks Fall, Everyone Dies (Su)
From seventeenth level onwards, the Dungeon master may call down a storm of rocks as a standard action. He may do this at will. The storm of rocks affects an area of the Dungeon Master's choosing. Every creature and object in the area takes 20d6 points of damage per level, and must take a Fortitude save with the same DC as Write Out or be slain (for creatures) or destroyed (for objects) immediately.
The True Master (Ex)
At twentieth level, the Dungeon Master can do whatever he likes as a free action.
If you actually know the stuff I'm referencing, look at all the special abilities... it might be funny. It might not. So please, if you're here to tell me it's a bad class, it's not balanced/playable etc. just don't. Okay?
Alignment: Any, though they have an alarming tendency to be lawful evil.
Hit die: D%
Class skills: All skills are always class skills for the Dungeon Master.
Skill points: 20+Int (*4 at first level in 3.5 ed.)
Starting gold: 50d%*1000
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
20/15/10/5|
+10|
+10|
+10| Bonus Feats (Combat), Supremacy +100
2nd|
40/35/30/25|
+15|
+15|
+15| Bonus Feats (Item Creation), Supremacy +200
3rd|
60/55/50/45|
+15|
+15|
+15| Bonus Feats (Metamagic), Supremacy +300
4th|
80/75/70/65|
+20|
+20|
+20| Bonus Feats (All), Supremacy +400
5th|
100/95/90/85|
+20|
+20|
+20| Voice of Command, Supremacy +500
6th|
120/115/110/105|
+25|
+25|
+25|Supremacy +600
7th|
140/135/130/125|
+25|
+25|
+25|Supremacy +700
8th|
160/155/150/145|
+30|
+30|
+30| Write Out, Supremacy +800
9th|
180/175/170/165|
+30|
+30|
+30|Supremacy +900
10th|
200/195/190/185|
+35|
+35|
+35|Supremacy +1000
11th|
220/215/210/205|
+35|
+35|
+35|Supremacy +1100
12th|
240/235/230/225|
+40|
+40|
+40|Write In, Supremacy +1200
13th|
260/255/250/245|
+40|
+40|
+40|Supremacy +1300
14th|
280/275/270/265|
+45|
+45|
+45|Divine Retribution, Supremacy +1400
15th|
300/295/290/285|
+45|
+45|
+45|Supremacy +1500
16th|
320/315/310/305|
+50|
+50|
+50|Supremacy +1600
17th|
340/335/330/325|
+50|
+50|
+50|Rocks Fall, Everyone Dies, Supremacy +1700
18th|
360/355/350/345|
+55|
+55|
+55|Supremacy +1800
19th|
380/375/370/365|
+55|
+55|
+55|Supremacy +1900
20th|
400/395/390/385|
+60|
+60|
+60|The True Master, Supremacy +2000[/table]{table=head]Spells Per Day
{table=head]Level | 0* | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
1st | 20 | 18 | 16 | 14 | 12 | 10 | 8 | 6 | 4 | 2 |
2nd | 40 | 36 | 32 | 28 | 24 | 20 | 16 | 12 | 4 | 4 |
3rd | 60 | 54 | 48 | 42 | 36 | 30 | 24 | 18 | 8 | 6 |
4th | 80 | 72 | 64 | 56 | 48 | 40 | 32 | 24 | 12 | 8 |
5th | 100 | 90 | 80 | 70 | 60 | 50 | 40 | 30 | 16 | 10 |
6th | 120 | 108 | 96 | 84 | 72 | 60 | 48 | 36 | 20 | 12 |
7th | 140 | 126 | 112 | 98 | 84 | 70 | 56 | 42 | 24 | 14 |
8th | 160 | 144 | 128 | 102 | 96 | 80 | 64 | 48 | 28 | 16 |
9th | 180 | 162 | 144 | 126 | 108 | 90 | 72 | 54 | 32 | 18 |
10th | 200 | 180 | 160 | 140 | 120 | 100 | 80 | 60 | 36 | 20 |
11th | 220 | 198 | 176 | 154 | 132 | 110 | 88 | 66 | 40 | 22 |
12th | 240 | 216 | 192 | 168 | 144 | 120 | 96 | 72 | 44 | 24 |
13th | 260 | 234 | 208 | 182 | 156 | 130 | 104 | 78 | 48 | 26 |
14th | 280 | 252 | 224 | 196 | 168 | 140 | 112 | 84 | 52 | 28 |
15th | 300 | 270 | 240 | 210 | 180 | 150 | 120 | 90 | 56 | 30 |
16th | 320 | 288 | 256 | 224 | 192 | 160 | 128 | 96 | 60 | 32 |
17th | 340 | 306 | 272 | 238 | 204 | 170 | 136 | 102 | 64 | 34 |
18th | 360 | 324 | 288 | 252 | 216 | 180 | 144 | 108 | 68 | 36 |
19th | 380 | 342 | 304 | 266 | 228 | 190 | 152 | 114 | 72 | 38 |
20th | 400 | 360 | 320 | 280 | 240 | 200 | 160 | 120 | 76 | 40 |
[/table][/table]
The Dungeon Master is proficient with all weapons, all armour and all shields including tower shields.
The Dungeon Master knows all spells from all spell lists. He need not prepare spells in advance, nor carry a spellbook. Regardless of the spell list used, the DM does not suffer arcane spell failure.
*In Pathfinder, ignore this column entirely. Like other spellcasters, the Dungeon Master's level 0 spells can be cast indefinitely.
Bonus Feats (Ex)
The Dungeon master gains all feats from the given category at the given level (see table). In 3.5, combat feats are all the feats which a fighter can take as bonus feats.
Supremacy(Ex)
At first level, and every level thereafter, the Dungeon Master's ability scores are all increased by 100 points.
Voice of Command (Ex)
At 5th level, the DM is so powerful that he can make a creature follow his commands. At will, and as an immediate action, the DM can command a creature to perform a single action, which it must obey as soon as possible, even if it cannot understand the Dungeon Master's commands. No saves are allowed against the Voice of Command.
Write Out (Su)
From eighth level onwards, the Dungeon Master may attempt to write any character out of existence as a standard action at will. The Dungeon Master aquires the script, which must be held along with some form of writing implement to complete the action, which involves drawing a single line on the script. The target must succeed on a will save with a DC equal to 10 + the Dungeon Master's intelligence modifier + the Dungeon Master's wisdom modifier or be obliterated from the plot.
Any who are written out are treated as having died from old age and being in a dead-magic, dimensionally locked plane which cannot be accessed by any means until such a time as they are written back in. This means that not even a wish or true resurrection spell can return them.
Write In (Su)
From twelfth level onwards and as a full-round action, the Dungeon Master can write any creature into existence at will. The creature can be anything of the Dungeon Master's description, or it can be a creature that was written out previously. He may also choose to write any creature, including himself, into a different location. If the target exists already, it gets a will save, of the same DC as Write Out, if it wishes.
Otherwise, the target appears in a location of the Dungeon Master's choosing. Note that the Dungeon Master does not have control of the target.
Divine retribution (Su)
From fourteenth level onwards, the Dungeon Master can call down a bolt of lightning on a creature at will as a standard action. The lightning bolt deals 10d6 points of untyped damage per level, and ignores all damage reduction. The Dungeon Master may choose to deal non-lethal damage instead.
Rocks Fall, Everyone Dies (Su)
From seventeenth level onwards, the Dungeon master may call down a storm of rocks as a standard action. He may do this at will. The storm of rocks affects an area of the Dungeon Master's choosing. Every creature and object in the area takes 20d6 points of damage per level, and must take a Fortitude save with the same DC as Write Out or be slain (for creatures) or destroyed (for objects) immediately.
The True Master (Ex)
At twentieth level, the Dungeon Master can do whatever he likes as a free action.