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142 lines
5.4 KiB
Plaintext
142 lines
5.4 KiB
Plaintext
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-----=====Earth's Dreamlands=====-----
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(313)558-5024 {14.4} - (313)558-5517
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A BBS for text file junkies
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RPGNet GM File Archive Site
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
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Moduli (NEW DRUIDS!)
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Moduli are a class of their own that specialize in a particular
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element. They are highly attuned with nature and the elements, and are
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quite well suited to living in the outdoors, actually preferring it to
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other alternatives. They have limited access to the priest spheres.
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They have the utmost respect for the forces of nature and they always
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attempt to preserve nature. They try to avoid personal combat as much
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as possible, relying on their magic to fight for them. However, when
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teh tiedes turn against them, they will fight ruthlessly, often
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employing poison. There are four types of moduli: Aerists (air),
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Eorthists (earth), Feurists (fire), and Wasserists (water). The
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opposing elements are earth=air and fire=water. They save and attack as
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clerics, and also have the same weapon and nonweapon slots and rates as
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a cleric. Moduli have access to the priest, general, and wizard
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non-weapon proficiencies. Moduli are aligned with their element. Moduli
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cannot own more than 10 magic items, and must donate 10% of their
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wealth to their temple.
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Moduli:
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Ability Requirements: Con: 15
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Int: 12
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Wis: 15
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Chr: 14
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Prime Requisites Charisma, Constitution, Wisdom
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Races Allowed Human
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Weapons and Armour Allowed:
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The types of weapons usable depend on the individual devotion of the
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moduli. Aerist: Sickle, staff, dart, javelin, spear, sling, lasso, staff
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sling, blowgun. Eorthist: Sickle, staff, hammer, club, flail, mace,
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sling. Feurist: Sickle, scimitar (or kopesh), dagger, javelin.
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Wasserist: Sickle, trident, harpoon, net dirk, spear, pike.
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The armours allowed to the moduli are: leather, studded leather, padded,
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and hide. They are also allowed to use wooden shields and armours made
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from natural substances (ex. hides, wood, etc.).
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Spells Allowed: The moduli gain clerical spells at the same rate as a
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normal cleric. The spheres available to them are all, animal, elemental,
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plant, summon ing, and creation. Moduli get the wisdom bonus for
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clerical spells as do clerics. Mage spells for the moduli are gained on
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the bards progression table. The normal rules for memorization apply as
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well as the normal rules for the chances to learn spells.
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Aerist Eorthist Feurist Wasserist
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_____________________________________________________________________
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1st
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CantripCantripCantrip Cantrip
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Shield Shield Shield Shield
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Jump Grease Aff.Nrm.Fires Gaze Reflection
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MessageArmour Light Shocking Grasp
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Feather Fall MendingBurning Hands Wall of Fog
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Tensers' Disc Spider Climb Chill Touch
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Unseen Servent
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Ventriloquism
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2nd
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Blur Bind Flaming Sphere Blindness
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Deafness Fools Gold PyrotechnicsFog Cloud
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Invisibility Knock Continual Light Invisibility
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Levitate Strength
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Mirror Image
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Whispering Wind
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3rd
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Claraudiance Hold UndeadExploding Runes Claraudience
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Gust of Wind InfravisionFireballHold Person
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FlyMelf's Meteors Flame Arrow Lightning Bolt
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Invis. 10'rHaste Infravision Invis. 10'r
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Prot. Missles Prot. Missiles Prot. Missiles Prot. Missiles
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Granted Powers: The granted powers of the moduli are many. All moduli have +1 t
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o save regarding the elements that are neutral to them; -2 on saves versus the
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opposition element; and +2 on saves vs. their element of devotion.
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At third level, the moduli get the following abilities:
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Aerists: May jump up to 30' in the air or 30' horizontally.
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Eorthists: May detect minerals within a 30' radius.
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Feurists: Are able to withstand the heat of a normal fire for up to 30
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minutes with no damage.
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Wasserists: Can hold their breath in water for up to 30 minutes at a t
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ime.
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At fifth level, the moduli can draw energy from the elements to
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heal themselves once per day for 2hp/level.
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At seventh level, the moduli can summon an 8hd elemental of the
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ir discipline once per week as the spell.*
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At ninth level, the moduli can summon a 12hd elemental of their
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discipline once per week as the spell.*
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Also, at 9th level, moduli gain teh ability to polymorph once p
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er day as a druid. They will also heal 10-60% of their lost hit points.
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Aerist--Any bird.
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Eorthist--Any burrowing creature.
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Feurist--Any desert/volcanic creature.
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Wasserist--Any Aquatic creature.
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The moduli will retain full mental capabilites while in the new form (spell cas
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ting is not allowed in animal form however.)
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At 12th level, the moduli can summon a 16hd elemental of their
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descipline once per week as the spell.*
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* A note on the summonings, these powers are not cumulative with other summonin
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g powers. Also, all elementals summoned will have all 1's counted as 2's when r
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olling HP's.
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-------------------------------------------------------------------------------
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Moduli Progression Table
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Level XP Hit Die (d8)
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101
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22,6002
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35,2003
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4 10,4004
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5 26,0005
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6 52,0006
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7 104,0007
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8 195,0008
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9 364,0009
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10 754,000 9+1
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111,144,000 9+2
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121,534,000 9+3
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131,924,000 9+4
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142,314,000 9+5
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152,704,000 9+6
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163,094,000 9+7
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