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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.*
 

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