:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.: -----=====Earth's Dreamlands=====----- (313)558-5024 {14.4} - (313)558-5517 A BBS for text file junkies RPGNet GM File Archive Site .:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:. 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