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