Moderator (3.5e Class)

From D&D Wiki

Jump to: navigation, search
Jester.jpg
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.


Moderator[edit]

<-general description->.

Making a Moderator[edit]

The moderator is very strong, and is only allied with the DM. At no point can the moderator join the player's party.

Abilities: Wisdom is the moderator's psionic ability. Strength is the moderator's ability with the Banhammer.

Races: Any race can be a moderator, if deemed worthy by the DM.

Alignment: A Moderator absolutely must be lawful.

Starting Gold: 100d10×10 gp (5500 gp).

Starting Age: As wizard

Table: The Moderator

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Mana
Points/Day
Spells
Known
Maximum Spell
Level Known
Fort Ref Will
1st +1 +0 +0 +2 Banhammer, Negate, Least 2 3 1st
2nd +2 +0 +0 +3 Spell Resistance 6 5 1st
3rd +3 +1 +1 +3 Negate, Lesser 11 7 2nd
4th +4 +1 +1 +4 PermaBan 17 9 2nd
5th +5 +1 +1 +4 Improved Banhammer 25 11 3rd
6th +6/+1 +2 +2 +5 35 13 3rd
7th +7/+2 +2 +2 +5 Negate, Minor 46 15 4th
8th +8/+3 +2 +2 +6 58 17 4th
9th +9/+4 +3 +3 +6 72 19 5th
10th +10/+5 +3 +3 +7 Negate, Moderate 88 21 5th
11th +11/+6/+1 +3 +3 +7 106 22 6th
12th +12/+7/+2 +4 +4 +8 126 24 6th
13th +13/+8/+3 +4 +4 +8 Negate, Major 147 25 7th
14th +14/+9/+4 +4 +4 +9 170 27 7th
15th +15/+10/+5 +5 +5 +9 195 28 8th
16th +16/+11/+6/+1 +5 +5 +10 221 30 8th
17th +17/+12/+7/+2 +5 +5 +10 Negate, Greater 250 31 9th
18th +18/+13/+8/+3 +6 +6 +11 280 33 9th
19th +19/+14/+9/+4 +6 +6 +11 311 34 9th
20th +20/+15/+10/+5 +6 +6 +12 Negate, Mass 343 36 9th

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Any skill is a class skill.

Class Features[edit]

<-fluff about class features->. All of the following are class features of the moderator.

Weapon and Armor Proficiency: The Moderator is proficient with all armor, and is only proficient with the Banhammer.

Mana Points/Day: A moderator’s ability to manifest spells is limited by the mana points he has available. His base daily allotment of mana points is given on Table: Moderator. In addition, he receives bonus mana points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) (Just swap Mana for Power). His race may also provide bonus mana points per day, as may certain feats and items.

Spells Known: Unlike other spellcasters, a moderator does not have a set limit to the number of spells he can cast per spell level. Instead, a moderator casts spells using mana. Mana is the internal reserve of spellpower a moderator has gifted to them by the DM, which is represented by the points he has remaining in his mana reserve. A first level spell has a base cost of one point of mana; higher level spells cost an additional 2 points of mana for every spell level above 1st. Moderators choose their spells from the following list:

0— Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Poison, Disrupt Undead, Feather Fall, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

1st— Burning Hands, Chill Touch, Detect Undead, Mage Armor, Magic Missile, Ray of Enfeeblement, Shocking Grasp, Tenser's Floating Disk, True Strike

2nd— Alter Self, Darkness, False Life, Flaming Sphere, Gust of Wind, Melf's Acid Arrow, Scorching Ray, Spider Climb, Touch of Idiocy, True Strike, Web

3rd— Arcane Sight, Daylight, Deep Slumber, Dispel Magic, Explosive Runes, Fireball, Gentle Repose, Lightning Bolt, Suggestion, Vampiric Touch

4th— Bestow Curse, Dimension Door, Enervation, Ice Storm, Polymorph, Shout, Solid Fog, Stoneskin, Wall of Fire

5th— Baleful Polymorph, Cloudkill, Cone of Cold, Hold Monster, Mirage Arcana, Overland Flight, Permanency, Symbol of Pain, Teleport, Wall of Force

6th— Chain Lightning, Disintegrate, Flesh to Stone, Move Earth, Probe Thoughts, Repulsion, Stone to Flesh

7th— Control Weather, Delayed Blast Fireball, Finger of Death, Insanity, Limited Wish, Mage's Magnificent Mansion, Phase Door, Prismatic Spray, Reverse Gravity, Simulacrum

8th— Clone, Discern Location, Horrid Wilting, Incendiary Cloud, Iron Body, Maze, Polar Ray, Polymorph Any Object, Sunburst, Temporal Stasis, Trap the Soul

9th— Energy Drain, Freedom, Gate, Imprisonment, Meteor Swarm, Power Word Kill, Prismatic Sphere, Refuge, Shapechange, Soul Bind, Time Stop, Wail of the Banshee, Weird, Wish

Maximum Spell Level Known: This column determines the highest level spell he can learn at this level.

To learn or manifest a spell, a Moderator must have an Wisdom score of at least 10 + the spell’s level.

Banhammer: The prized weapon of the Moderators, this hammer gleams with a golden light. This +2 medium warhammer forces an enemy dealt damage by it to make a DC 10 + 1/level Will save or be instantly sent to Avernus, the first layer of the Nine Hells of Baator, as the plane shift spell. Additionally, the wielder of this weapon gains a +4 deflection bonus to AC as long as it's wielded. The weapon is bound to the moderator as soon as they receive it.

Improved Banhammer: The banhammer is now able to bypass any and all damage reduction, as well as spell resistance. The DC increases to 10 + 3/level Will save.

Spell Resistance (Ex): The moderator gains a Spell Resistance of 11 + caster level.

PermaBan: When the moderator successfully bans a player, they cannot return to the material plane unless the moderator is appealed first. No manner of gods or magic can reverse this, plain and simple.

Negate: The moderator can slowly cancel out magic and abilities over time at-will. It increases in power from Least, Lesser, Minor, Moderate, Major, Greater, Mass.

Least: The moderator can cast Dismissal, Dispel Magic, and Neutralize Poison at-will.

Lesser: The moderator can cast every other Dispel spells, as well as Hold Person and Sanctuary at-will.

Minor: The moderator can cast Break Enchantment, Remove Curse, and Hold Monster at-will.

Moderate: The moderator can cast Antimagic Field, Spell Turning, and Banishment at-will.

Major: The moderator can cast Dimensional Anchor, Dimensional Lock, and Imprisonment at-will.

Greater: All of the moderator's spells become Greater (that apply). The moderator can also cast Mage's Disjunction at-will.

Mass: The moderator can extend all spell effects over an area of 10 ft. per class level.

Ex-Moderators[edit]

If a moderator becomes corrupted and steps outside the bounds of his code, he's automatically hunted by other moderators, and eventually banned from the server.

Epic Moderators[edit]

Table: The Epic Moderator

Hit Die: d12

Level Special
21st Bonus Feat, Negate, Epic
22nd Bonus Feat
23rd Bonus Feat
24th Bonus Feat
25th Bonus Feat
26th Bonus Feat
27th Bonus Feat
28th Bonus Feat
29th Bonus Feat
30th Bonus Feat, Negate, Everything

8+ Int modifier skill points per level.

Negate, Epic: The moderator can cast Dispel Epic at will.

Negate, Everything: The moderator can cast Vengeful Gaze of God at will without any preparation.

Bonus Feats: The epic moderator gains a bonus feat (selected from the list of epic moderator bonus feats) every level after 20th.

Epic Moderator Bonus Feat List: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Fortitude, Epic Reflexes, Epic Speed, Epic Skill Focus, Epic Prowess, Fast Healing, Great Charisma, Great Constitution, Great Dexterity, Great Intelligence, Great Strength, Great Wisdom, Improved Combat Reflexes, Penetrate Damage Reduction

Human Moderator Starting Package[edit]

Weapons: Banhammer (1d8+2, crit x3, 5 lb., One-Handed, Bludgeoning)

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Bluff 4 Cha
Knowledge (everything) 4 Int

Feat: Endurance.

Bonus Feats: Die Hard.

Gear: Adventurer's Kit.

Gold: 5000 gp.

Campaign Information[edit]

Playing a Moderator[edit]

Religion: The moderator may mediate certain religions if they get out of hand. They are otherwise first and foremost aligned with the great Dungeon Master.

Other Classes: Other classes need only be killed, stripped of their power, or banished by the moderators.

Combat: The moderator is almost always against the PCs, and will almost always win.

Advancement: The moderator needs no other class to advance in.

Moderators in the World[edit]

Quit spamming you n00b.
—AnimeOtaku137, Human Moderator

They are mainly around to make sure the Players don't overpower and spam the world. If a player has an overpowered character that's completely unbalanced, they may expect a visit from a moderator.

Daily Life: AnimeOtaku137 sits back in his ergonomic chair and lets out a big sigh. He just finished some work on improving the security of the server he was assigned by the multicosmical continuum. When suddenly, a gust of wind carrying the warning signs of a player uber-modding their character catches his attention and he's off! To moderate him.

Notables: Mr. Smith would be considered a moderator for the Matrix.

Organizations: Moderators congregate in any manner the DM needs them too.

NPC Reactions: NPCs cannot physically recognize a moderator unless they are spoken too. They will make no other attempts to realize their existence. Inevitables, however, are very closely related to moderators and are the only known NPCs to be capable of realizing their presence on their own.

Moderator Lore[edit]

Characters with ranks in Knowledge (the planes) can research Moderators to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (the planes)
DC Result
5 Basically Unbeatable
10 They don't like cheating.
15 Where one might be.
20 They are still, only human.

Moderators in the Game[edit]

These exist, to make sure that unfairness doesn't.

Adaptation: DM's choice.

Sample Encounter: The players are trying to take over the world, what's to stop them?


Back to Main Page3.5e HomebrewClassesBase Classes

Home of user-generated,
homebrew pages!


Advertisements: