Moderator (3.5e Class)
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Making a Moderator
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).
|1st||+1||+0||+0||+2||Banhammer, Negate, Least||2||3||1st|
Class Skills (6 + Int modifier per level, ×4 at 1st level)
<-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
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.
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.
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.
|21st||Bonus Feat, Negate, Epic|
|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
Weapons: Banhammer (1d8+2, crit x3, 5 lb., One-Handed, Bludgeoning)
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Bonus Feats: Die Hard.
Gear: Adventurer's Kit.
Gold: 5000 gp.
Playing a Moderator
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
|“||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.
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.
|10||They don't like cheating.|
|15||Where one might be.|
|20||They are still, only human.|
Moderators in the Game
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?