Dungeon Master“My mind is filled with deadly little mazes.â€Class Features:Roll: Controller.
Power Source: Labrynal.
Key Abilities: Wisdom, Intelligence, Charisma
Armor Proficiencies: Cloth, Leather
Weapon Proficiencies: Scythe, Longsword, Crossbow
Implements: Ornaments
Bonus to Defense: +2 Will
Hit Points at 1st Level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution Modifier
Trained Skills: Dungeoneering. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Bluff (Cha), Dungeoneering (Wis), Insight (Wis), Intimidate (Cha), Nature (Wis)
Class Features: Lair, Modus Operandi
Lair
Each Dungeon Master has the ability to draw forth a burst of Labrynal power that warps and twists the world around him, allowing him to establish a area in which he can control the very nature of reality. All Dungeon Masters begin with the Establish Lair power.
Establish Lair Dungeon Master Feature
You slam a fist into the ground, causing the terrain around you to shift and reshape…
At-Will * Arcane, Zone
Standard Action Close burst 3
Effect: You establish a Lair, cosmetically altering the terrain within the area of the burst, and claiming it as your personal realm. Any powers with the Lair keyword may be used within, and only within, the area of this burst. Ranged powers with the Lair keyword can be used on any square within your layer that you can accurately perceive, and may originate from any square within your Lair that you can accurately perceive. You may dismiss you lair as a Minor Action. Your Lair lasts until it is dismissed, until you leave the Lair, or until you establish a new Lair using this power.
You may choose a specific cosmetic adjustment to the area within the burst whenever you use this ability to establish a Lair. The Lair retains the underlying layout and contents of the area, but its details may be changed – grassy plains can become a platform of stone bricks, a river may become a stream of blood, etc.
You may not create or destroy anything, and anything altered returns to normal when the Lair is dismissed. Damaging or hindering terrain remains damaging or hindering, though the precise cosmetic effects of this may change. The same holds true for traps.
Level 11: Establish Lair Becomes Close Burst 4.
Level 21: Establish Lair Becomes Close Burst 5.
Special: You may use this power once per round.
Modus Operandi
Dungeon Masters wield Labrynal energy that shifts and alters reality, but not all Dungeon Masters agree on exactly how reality should be shifted.
Choose one of the following Modus Operandi.
Worldweaver Modus: You gain the Crawling Keep Dungeon Master power.
Hordeleader Modus: You gain the Chosen Champion Dungeon Master feature.
Crawling Keep Dungeon Master Feature
With a flick of your wrist, you send tendrils of Labrynal energy seeping out into the world.
At-Will * Labrynal
Move Action Special
Effect: You claim another square as part of your Lair. This square must be adjacent to an already claimed square.
Chosen Champion Dungeon Master Feature
With a nod of your head, you infuse an ally with Labrynal energy, marking him as your champion.
Encounter * Labrynal, Polymorph
Minor Action Ranged 10
Target: One ally
Effect: You claim the target ally as your champion. The target’s square is considered part of your Lair, as is each square adjacent to him. The target undergoes some minor cosmetic change to associate him with you Lair, such as glowing eyes, redesigned armor, or a gaunt, skeletal appearance. This effect lasts until it is dismissed, until you take an extended rest, or until your champion dies.
Dungeon Master Powers
Your powers are known as warps.
Level 1 At-Will WarpsFlame Spout Dungeon Master Attack 1
A twist of your foot brings great gouts of flame bursting from the floor of your lair.At-Will * Labrynal, Implement, Fire, LairStandard Action Area 2 squares within Lair
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier fire damage.
Level 21: 2d6 + Wisdom modifier fire damage.
Effect: Until the end of your next turn, any creature entering the affected squares takes your Intelligence modifier fire damage.
Draining Lure Dungeon Master Attack 1
With a curl of your finger, the enemy is drawn ever deeper into you lair.At-Will * Labrynal, Implement, PsychicStandard Action Ranged 15
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier psychic damage and the enemy is pulled 1 square.
Level 21: 2d6 + Wisdom modifier psychic damage.
Special: This power can be used as a ranged basic attack.
Poison Barrage Dungeon Master Attack 1
Thousands of poison-tipped needles bear down on your foes, bursting from the walls, ceiling, and floors.At-Will * Labrynal, Implement, Poison, LairStandard Action Area burst 1 within Lair
Attack: Wisdom vs. Fortitude
Hit: 1d8 + Wisdom modifier poison damage.
Level 21: 2d8 + Wisdom modifier poison damage.
Blade Pillar Dungeon Master Attack 1
A spinning pillar of vicious blades rises from the floor.At-Will * Labrynal, Implement, LairStandard Action RangedEffect: You create a pillar of spinning blades. The pillar occupies 1 square and lasts until the end of your next turn. Each enemy that moves into a square adjacent to the pillar takes 1d6 + your Wisdom modifier damage.
Level 21: 2d6 + Wisdom modifier damage.
Sliding Stones Dungeon Master Attack 1
The ground within your lair shifts and rearranges…
At-Will * Labrynal, Implement, Lair
Standard Action Area Lair
Target: Each creature in area
Hit: 1d6 + Intelligence modifier damage and the target is slid 1 square.
Level 1 Encounter Warps
Teleportation Sigil Dungeon Master Attack 1
An eldritch symbol shines on the ground below the target.
Encounter * Labrynal, Implement, Psychic
Standard Action Ranged
Target: One creature
Attack: Wisdom vs. Will
Hit: 1d8 + Wisdom modifier psychic damage and the target is teleported to an unoccupied square within your lair.
Sliding Blade Dungeon Master Attack 1
A curved blade arcs out from a seam in the ground.
Encounter * Labrynal, Implement
Standard Action Area wall 5 within Lair
Target: Each creature in wall
Attack: Wisdom vs. Reflex
Hit: 1d6 + Wisdom modifier damage, and the target is slid 1 square.
Raise Pillars Dungeon Master Attack 1
The ground erupts upwards, forming into two great pillars.
Encounter * Labrynal, Implement
Standard Action Area two squares within Lair
Target: Each creature in area
Attack: Wisdom vs. Reflex
Hit: 2d6 + Wisdom modifier damage, and the target is slid 1 square.
Effect: The area is filled with a 4-square-high pillar. The pillar blocks line-of-sight, and provides cover as normal. It lasts until the Lair is dismissed.
Worldweaver Modus: You create a number of low walls equal to your Intelligence modifier. These may be placed on the edge of any square in your Lair, and last until the Lair is dismissed. These low walls grant cover as normal, and moving over one costs 1 extra square of movement.
Assemble Horde Dungeon Master Attack 1
A burst of labrynal energy washes across your Lair, searing your enemies, and forging your allies into an unstoppable horde.
Encounter * Labrynal, Polymorph, Implement
Standard Action Area Lair
Target: Each enemy in Lair
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier damage.
Effect: Each ally in burst gains a +2 power bonus to AC until the end of your next turn. Allies affected by this power take on some minor cosmetic change to link them to your Lair, such as glowing eyes, redesigned equipment, or altered skin color.
Hordeleader Modus: The bonus to AC equals 1 + your Charisma modifier, and your Champion receives a +1 power bonus to his attack rolls.
Level 1 Daily Warps
Acid Pool Dungeon Master Attack 1
A patch of ground within your domain transforms into a bubbling pool of acid.
Encounter * Labrynal, Implement, Acid, Zone
Standard Action Area burst 1 in Lair.
Target: Each enemy in Lair
Attack: Wisdom vs. Fort
Hit: 1d6 + Wisdom modifier acid damage.
Effect: The area in the burst sinks 1 square and fills with corrosive liquid, becoming a pool of acid. Any creature that enters the pool or starts its turn there is subject to another attack. The pool lasts until the Lair is dismissed.
Beginner’s Gauntlet Dungeon Master Attack 1
A rush of labrynal energy sweeps out across your lair, damaging enemies, and laying out deadly hazards.
Encounter * Labrynal, Implement
Standard Action Area Lair
Target: Each enemy in Lair
Attack: Wisdom vs. Will
Hit: 1d6 + Wisdom modifier damage.
Effect: You may designate 5 squares in your Lair. Any creature entering or beginning their turn in these squares takes your Wisdom modifier in damage. These squares may do either physical, Fire, Acid, Poison, or Cold damage, depending on the type of hazard created – select one damage type when you designate the square. This effect lasts until the Lair is dismissed.
Posts
also i think theolonius or whatever his dumb name is made a thread already.;
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http://www.geekchichq.com/index.html
XBox LIVE: Bogestrom | Destiny
PSN: Bogestrom
They are basically brutish fey nomads hailing from the area of the Winterfey (Prince of Frost) in the Feywild.
Currently I got Rimelings, but that is pretty lame. Any better suggestions?
Added Sultan (Satan) Table website beneath the orgasm-inducing picture.
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Wangmen.
Hahaha, oh man. The base model is like 11k duder. The top of the line? 14, almost 15.
edit: Runrunrun, call them fuckers Kaltefae. It's a sort of corruption of the German words for cold and fairy.
What spring does with the cherry trees.
Edit: If we had that table, I'd have to keep a bucket of cold water to keep Mori and Janson off of it.
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Except for the fact that it would be shit.
Also +2 to your Charisma because of sexy carpenter hands and muscles!
What spring does with the cherry trees.
If you suck at building shit, yeah. Shit, you could pay a professional carpenter to put that together for you and it'd still cost less than $14000 or whatever.
Not if you know what you're doing.
What spring does with the cherry trees.
In which case you would have already built something, or be undercutting them and making a mint.
Seeing as no-one here is doing that, I'm going to go ahead and say any attempt made by someone here would be akin to a woodwork project for mid teen year schoolwork.
Maybe you should construct some and give them away as presents to all your friends.
Secret Satan
My grandfather was a carpenter. He could have build something similar.
No one is questioning whether or not a CARPENTER could build a TABLE.
Secret Satan
I bet you jesus couldn't even make a fucking three legged stool.
And he had plenty of experience with hammers and wood!
This explains so much about Jesus.
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And why're you running a game for fifth graders anyway? Is it part of an Above the Influence campaign?
What spring does with the cherry trees.
The real question is: Why not?
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At least it wasn't the D&D 3rd ed book: The Book of Vile Darkness.
It've been Military school for you, young man!