Dungeon governor (sub-class)
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Other Benefits
Dungeon Power 1
Dungeon Governor subclass
You may summon a random monster from the provided table. They last for 1 hour and obey commands. this costs 1 creation point.
you may have as many temporary summons as you like.
Roll 2d20 to summon off this chart
Random Monster Summon
2 slime
3 eagle
4 crab
5 spider
6 kobold
7 giant weasel
8 poisonus snake
9 nopefly
10 Dretch
11 Flumph
12 swarm of rats
13 camel
14 Hyena
15 Ghoul
16 strige
17 Giant Toad
18 Tiger
19 Winged Kobold
20 Kuo-Toa
21 Violet Fungus
22 Pixie
23 Fire snake
24 Hippogriff
25 Flying Sword
26 Copper wyrmling
27 Axe Beak
28 zombie
29 Skeleton
30 Quadrone
31 Spritesudo
32 Harpy
33 imp
34 dryad
35 needle blight
36 Goblin
37 brass wyrmling
38 Cockatrice
39 Magma Mephit
40 Death knight
Dungeon Power 2
Dungeon Govenor subclass
You may use 1 creation mana to summon an item temporarily. anyone may use the item and if it's a potion then the effects last their normal duration. the item will disappear after 30 mins.
roll 2d20 to determine your item.
random item summon
2 healing potion
3 general antidote
4 stick
5 dagger
6 eye drops
7 phonex down
8 spell scroll mm
9 spell scroll FB
10 spell scroll healing word
11 spell scroll grease
12 long sword
13 sheild +2
14 gold spoon
15 silver harp
16 bottle of fine wine
17 fire resist ring
18 ice diamond
19 magnetic shoes
20 blood sucking jewl
21 slave collar
22 silk robe
23 maden's dress
24 lightning blade
25 great axe of distruction
26 platinum statue
27 ever rotating wheel
28 frozen zombie
29 sorcerer's orb
30 dead tree branch
31 dead bird
32 human corpse
33 sweing kit
34 sliver bell
35 deck of 1 thing
36 tea pot
37 gameboy!
38 bow and arrow
39 empty jar
40 adamatie knucke duster
Dungeon Power 3
Dungeon Govenor subclass
Create Dungeon. You bind the dungeon core to a location claiming it as your own and unlocking it's greater functions.
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