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View Full Version : D&D 3.x Class Moonborn (Base Class, PEACH, Completed!)



Zaydos
2016-01-15, 06:07 PM
MOONBORN

"The moon whispers... tonight you die" - Kalristros a Harvest Moonborn.

Moonborn are those born with a connection to the flow of the moon. This is far more common than most assume, but for many it goes unnoticed and never capitalized upon. The Moonborn are those who train their connection learning to let it flow through them, empower them, and guide them.

Adventures: Why does any man adventure? Many moonborn believe they are not in full control of their life, whether guided by some destiny writ in the heavens above or simply because the world will always change. As such they find themselves restless in everyday life. They may live in a pattern, a recognizable one, but those who turn to adventuring most are those who see even this pattern as something outside their control. They may seek a way to transfix the flow of power and guide it to their will, or simply to lose themselves in its chaos moving with the natural flow as a leaf on the wind. Some even seek to try and travel to the moon itself and see what strange lands lie upon its surface.

Characteristics: A Moonborn is empowered by a natural connection to the moon and its flow which guides the natural world. As the lunar month passes a moonborn's powers shift and change with it. When the moon hangs wide in the sky they find themselves empowered physically, granted the ability to fight with increased skill, but as it slips past its half they find themselves growing more and more focused on mental pursuits and with the waning of physical power they find the mystical powers of the moon waxes instead. This ebb and flow shapes them in many ways. Each moonborn will eventually find a way in which they most thoroughly reflect the moon, an iteration of it which guides them. This can shape them further but each Lunar Path is unique in its ways. The Hunter Moon grants powers of war, Eclipsed of stealth and night, Harvest of the end of life, and so forth.

Alignment: Moonborn can be of any alignment. They have a tendency away from extremes of good or evil, but even this tendency is far from strong. Lawful Moonborn tend to view themselves as acting within some destiny and guided by forces primal beyond imagining. Chaotic Moonborn tend to instead see life as ever changing, never static. Even if the flow repeats it brings change with it. When the new moon passes is the crescent that formed still the same moon?

Religion: Many Moonborn simply worship the moon itself as a divine force, some even going as far as to consider themselves its priests. When a Moonborn does worship a traditional deity it is usually either a moon deity, a god that emphasis either divine and natural Law or the ever changing in the form of Chaos if the Moonborn allies themselves with one of those two ideologies, or else simply a nature deity if not.

Background: Moonborn are rarely made, normally being, as their name implies, born. The most common moonborn simply awoke to the realization that in some way they could feel the moon's passing instinctively, that they could hear its whispers. Those that suppress these whispers live normal lives. Those who accept them, or attempt to suppress them but can't, find themselves inevitably pulled into being moonborn. A less common origin is to be taught by an existing moonborn or to awaken to these whispers later in life, most commonly after a near death experience. Either of these can push the whispers into the mind of one who had a certain inactive connection with the force of the moon.

Races: Of the common races elves, half-elves, and gnomes are the most likely to become moonborn. They find the connection to the lunar force, an aspect of nature, to come readily. Humans and halflings are less common, and the subterranean preferring dwarves are rarely drawn to the moon in such a way, even those who hear these whispers find it easier to suppress without the moon hanging in view overhead; those dwarves who do embrace the path, however, are among the greatest moonborn. Half-orcs are more common than humans but less than gnomes, although those born into orc tribes often become adventurers after escaping execution for their lunacy.

Among less common and monstrous races orcs count a few among their numbers but many find that they are killed as sports and freaks touched by the madness of the moon. Shifters are extremely likely to be drawn to the powers of the moon, and lycanthropes more so; it is believed that any true lycanthrope could become a moonborn and many afflicted lycanthropes find themselves falling into the role without any attempt of their own. Even those who had themselves cured of lycanthropy can find that it awakes the whispers in their soul.

Other Classes: Moonborns are dabblers at best in all things. Their connection to the natural world stands them in good stead with barbarians, druids, and rangers. Their tendency towards primitive spiritualism and towards wielding divine magic that they claim comes not from the gods but the moon can put them at odds with clerics and paladins. Wizards sometimes consider them nothing more than primitive savage offshoots of a magical nature they wield but poorly.

Role: A Moonborn's role in the party will often be spare wheel. Due to how they change with the phases of the moon they may be front line combatants one week, and second tier warriors who rely upon utility magic and skills to make up their reduced combat presence another. During the full and gibbous moons they are capable front line warriors. During the new moon and the crescent they lose a deal of their combat prowess but gain the capabilities of being an excellent look out and diviner, a minor gish, or an excellent skill monkey. A Moonborn's Lunar Path helps transfix their role propelling them higher during the matching phase and granting them capabilities outside of it.

GAME RULE INFORMATION
Moonborn have the following game statistics.
Abilities: Your powers are varied and determined largely by what your specialization is. Strength is useful for melee combat, which is encouraged during the Full Moon (Alpha's Trance grants you Strength but not Dexterity, maneuvers are typically melee only) and both Gibbous Moon phases. Constitution determines your endurance and the duration of certain of your Lunar Flow abilities, as well as the number of soulmelds you may shape during certain moon phases. Wisdom determines your spells during certain phases and certain other Lunar Flow abilities. Dexterity, Charisma, and Intelligence all have uses and functions for your skill monkey aspect which comes out with certain moon phases. Your Lunar Path may also encourage certain focuses; Harvest grants additional SLAs encouraging Wisdom, Eclipsed grants stealth based abilities encouraging Dexterity slightly, and Hunters' grants natural weapons and melee advantages encouraging Strength.
Alignment: Any.
Hit Die: d10
Starting Age: As barbarian.
Starting Gold: As barbarian.

Class Skills: Handle Animal (Cha), Knowledge (Nature) (Int), Spot (Wis), Survival (Wis), and choose any 8. Selecting all Craft, all Profession, or all Perform skills counts as 1 skill each (3 for all of all three), but Knowledge skills must be selected individually.
Skill Points at 1st Level: 4 + Int modifier x 4.
Skill Points per Level: 4 + Int modifier.

MOONBORN


Level
Base Attack Bonus
Lunar Save(s)
Other Save(s)
Special


1st

+0

+2

+0
Lunar Save, Lunar Flow 1/day, Lunar Insight +1


2nd

+1

+3

+0
Lunar Path I


3rd

+2

+3

+1
True Power of the Moon


4th

+3

+4

+1
Lunar Flow 2/day


5th

+3

+4

+1
Lunar Insight +2, Lunar Path II


6th

+4

+5

+2
-


7th

+5

+5

+2
Improved Lunar Flow


8th

+6

+6

+2
-


9th

+6

+6

+3
Lunar Insight +3


10th

+7

+7

+3
Lunar Flow 3/day


11th

+8

+7

+3
Lunar Path III


12th

+9

+8

+4
-


13th

+9

+8

+4
Lunar Flow 4/day, Lunar Insight +4


14th

+10

+9

+4
Lunar Path IV


15th

+11

+9

+5
-


16th

+12

+10

+5
Greater Lunar Flow


17th

+12

+10

+5
Lunar Insight +5


18th

+13

+11

+6
-


19th

+14

+11

+6
Lunar Flow 5/day


20th

+15

+12

+6
Lunar Path V



Weapon and Armor Proficiencies: A Moonborn is proficient with one martial weapon and all simple weapons as well as light armor and shields.

Moon Phase an Explanation: The Moonborn is built assuming a single moon which moves as the real world's through the phases Full, Gibbous, Half, Crescent, and New, with those other than Full and New being further divided into Waning (getting smaller) and Waxing (getting larger). Assuming an Earth like lunar period the Moonborn simplifies it to Full (3 days), Waning Gibbous (4 days), Waning Half (3 days), Waning Crescent (4 days), New Moon (3 days), Waxing Crescent (4 days), Waxing Half (3 days), Waxing Gibbous (4 days) . Many of a Moonborn's class are reliant upon the current phase of the moon as determined by what it was the night before or currently if it is night, with Waning and Waxing Half being identical for these purposes. If playing in a setting with multiple moons a DM is advised to make the Moonborn choose a single moon, and if playing in a setting with altered rotations this may need further adaptation (for example if made 30 days for ease of memory, add an extra day to either both halves or full and new). A Moonborn's power is always based upon the moon of their homeworld (a DM could modify this, of course, for their cosmology)

Lunar Save: A Moonborn's base saves shift with the flow of the moon, their good and poor saves changing based upon it. During the full moon a Moonborn's Fortitude save uses the Lunar Save value, during the gibbous moon (whether waxing or waning) you use your Lunar Save value for Fort and Ref, during the half moon all saves use the Lunar Save value, during the crescent moon (whether waxing or waning) you use your Lunar Save value for Ref and Will, during the new moon you use it only for Will.

Lunar Flow (Su): A Moonborn gains certain powers they can invoke due to their connection with the moon. Each of these powers has some limited use ability that the Moonborn can use once per day, gaining an additional use at 4th, 10th, 13th, and 19th level. In addition some Lunar Flow abilities grant continuous benefits. These benefits only apply as long as the Moonborn has at least one use of Lunar Flow left for the day, or an invocation of that Lunar Flow remains active.


Full Moon: You gain temporary hit points equal to your Moonborn level whenever you spend 1 minute in rest. These temporary hit points last until lost or the end of the Full Moon. You may invoke this ability to enter an Alpha's Trance as a free action gaining a +4 bonus to Strength and a +2 morale bonus to Will saves. In addition allies other than yourself within 30 ft who can see you gain a +1 morale bonus to attack rolls and Will saves as long as you are conscious. This trance last 3 + Con modifier rounds.
Waning Gibbuous: You gain the ability to make trip and bull rush attempts without provoking attacks of opportunity, and as a free action you may invoke this ability to increase in size by 1 category as if you had used the (unaugmented) Expansion psionic power for 3 + Con modifier rounds.
Half Moon: You may invoke this ability to re-roll any one roll with a +2 luck bonus, you may use this ability 2/day for every use of Lunar Flow you'd normally be allowed given your level.
Waning Crescent: You gain Lore as the cloistered cleric ability using your Moonborn level in place of cleric. In addition you may invoke this power to calculate the future, this functions as Augury with a Caster Level of your Moonborn level except it is done as a swift action.
New Moon: You gain the ability to use Detect Magic at-will and you may invoke this power as an immediate action to attempt to absorb magic. To do so you must be targeted with a spell and make a class level check against a DC of 6 + the caster level of the spell; if the check succeeds the spell has no effect on you and is countered completely unless it had additional targets. When you successfully absorb a spell you gain 2 of the following effects: heal hp equal to the spell level squared; gain temporary hit points equal to 3 times the spell level for 1 minute; gain a resistance bonus to saving throws equal to the spell level for 1 minute; gain a deflection bonus to AC equal to the spell level for 1 minute; an enhancement bonus to the ability score of choice equal to the spell level (you may choose this option twice); bonus to caster level of Lunar Adept spells equal to the spell level for 1 minute; and re-prepare a cast Lunar Adept spell at least 1 level lower than the absorbed spell.
Waxing Crescent: You gain Trapfinding as a rogue, and once per day, as a free action, you may invoke this ability to instantly gain a Least Exaggerated Skill (as a tall tale) (http://www.giantitp.com/forums/showthread.php?326799-Tall-Tale-%283-5-Base-Class-Contest-Winner-PEACH%29) and ranks in its associated skill(s) equal to your class level +3 (up to character level +3) for 3 + Wisdom modifier rounds.
Waxing Gibbous: You gain the ability to take damage for adjacent creatures as if you had cast Shield Other on them except you may choose to include or exclude a creature from this ability as a free action during your turn, in addition you may invoke this power as a free action to enter a defensive trance in which you gain a +2 dodge bonus to AC, damage reduction 2/-, and a +2 to all saving throws, in addition when you take damage for other creatures (such as through the Shield Other spell) that damage is reduced by 2, this trance lasts for 3 + Wis modifier rounds.


Lunar Insight (Su): A Moonborn is guided in life by the forces of the moon and the cycle of nature that it represents. A Moonborn gains a +1 insight bonus to certain rolls or AC based upon the current moon phase. This increases to +2 at 5th level, +3 at 9th, +4 at 13th, and finally +5 at 17th.


Full Moon: The insight bonus applies to attack rolls.
Waning Gibbous: The insight bonus applies to AC.
Half-Moon: You gain only 1/2 the normal bonus but it applies as if for each other moon phase. At the start of each half-moon you must select one moon phase for which this bonus is rounded up, for all others it is rounded down.
Waning Crescent: The bonus applies to Int, Wis, and Cha checks as well as skill checks based upon those ability scores.
New Moon: The bonus applies to saving throws.
Waxing Crescent: The bonus applies to all skill checks.
Waxing Gibbous: The bonus applies to Str, Dex, and Con checks as well as skill checks based upon those ability scores.


Lunar Path: Each Moonborn follows one of many Lunar Paths. The paths are Eclipsed Moon, Eclipsing Moon, Harvest Moon, Hunters' Moon, Lovers' Moon, and Obscured Moon. At 2nd level a Moonborn must select their path. They gain an ability based upon their path at 2nd level, and further abilities based upon this decision at 5th, 11th, 14th, and 20th. The 2nd level abilities are listed below. 2 additional lunar paths were added later and are in this post (http://www.giantitp.com/forums/showsinglepost.php?p=21186398&postcount=9) below.


Eclipsed Moon (Ex): You gain Darkvision 30 ft or your existing darkvision improves by 30 ft. In addition you may see in magical darkness out to your darkvision range as if it were mundane darkness.
Eclipsing Moon (Su): While you are conscious you gain an aura of Lunar Command out to 10 ft. Allies within this aura gain the benefit of your Lunar Insight.
Harvest Moon (Ex/Sp): You gain a +2 bonus to Knowledge (Religion) and Knowledge (Nature) checks. You can use Death Knell as a spell-like ability 1/day, plus 1/day per 6 levels beyond 2nd, the save DC is Wisdom based.
Hunters' Moon (Su): You gain Track as a bonus feat (this is an Ex ability). In addition you may shift your body into a partially lupine form as a supernatural ability, growing fur and extending your mouth out into a lupine snout which allows you to make a bite attack as a primary or secondary natural weapon attack.
Lovers' Moon (Ex): You gain a +2 bonus to Bluff and Diplomacy checks. Through a combination of tones, and gestures you may make simple concepts ("I surrender" "Hungry" "Me peaceful" "Surrender or die") comprehensible to any creature that has a language and can see and hear you, and you may make Diplomacy checks to influence attitude without sharing a language but suffer a -5 penalty to do so.
Obscured Moon (Su): Once per day per class level when you make a roll that receives an ability score as a modifier to the roll you may choose to use another ability in its place; if you use this on a skill or ability check it ceases to be a skill or ability check of its original ability score and becomes one of the selected score.

True Power of the Moon: Beginning at 3rd level a Moonborn begins to truly gain the power of the current moon phase. This grants them, depending upon the current phase of the moon, the ability to cast divine spells, the ability to use martial maneuvers, or the ability to shape soulmelds. Each moon phase, other than half moon, has an associated true power as shown in the post below. Half moon is unique in that at 3rd level when you gain this ability select a moon phase and during the half moon you gain that phase's true power of the moon. Do you think each half moon you can reselect would be a better fit? Or perhaps something based upon your Lunar Path?

Your Caster Level, Meldshaper Level, and Initiator Level each equals your Moonborn level and are retained even when you are currently unable to cast spells, shape soulmelds, or initiate maneuvers because it is possible to use feats that you qualified for with them while it is not the related moon phase (for example if you take Martial Study to gain a maneuver it still uses your full IL).

Lunar Path II: At 5th level you gain a second ability based on the Lunar Path you selected at 2nd level.


Eclipsed Moon (Ex): You can hide without cover or concealment in natural terrain.
Eclipsing Moon (Su): The range of your Aura of Lunar Command increases to 15 ft. Allies within it that can see and hear you add your Wisdom modifier (if positive) as a morale bonus to ability and skill checks associated with a certain ability certain ability score based upon the current moon phase. Full Moon: Strength. Waning Gibbous: Constitution, as an additional benefit creatures benefiting from your Aura of Lunar Command (even if they cannot hear you) do not die until they have taken an additional amount of damage beyond -10 equal to twice your Wisdom modifier, and may remain conscious and take a single standard, move, or swift action each round long as their nonlethal damage is not greater than current hp + your Wisdom modifier and their negative hp is not more than your Wisdom modifier. Half Moon: 1/2 your Wisdom modifier (rounded down) to all ability and skill checks. Waning Crescent: Intelligence. New Moon: Wisdom. Waxing Crescent: Charisma. Waxing Gibbous: Dexterity.
Harvest Moon (Su): You can turn (and destroy) undead as a cleric of your Moonborn level, however this turning does not rebuke (and command) deathless instead affecting them as if they were undead. You can affect constructs that lack the living construct subtype as if they were undead but they gain +2 turn resistance +1/5 hit dice they possess.
Hunters' Moon: When in your hybrid form granted by the lower level Lunar Path ability you gain 2 claw attacks (dealing 1d4 damage if Medium) as secondary natural weapons, and your natural armor bonus is increased by +2 (if none it becomes +2).
Lovers' Moon (Su): You add your Wisdom modifier if positive as a bonus on Bluff, Diplomacy, Gather Information, and Intimidate checks, and your Charisma modifier if positive as a bonus on Sense Motive checks. In addition 1/day you may use Suggestion as a spell-like ability + 1/day per 5 class levels beyond 5th.
Obscured Moon (Su): You gain lunar skill points equal to your Moonborn level + 3. Each night at dusk these lunar skill points become unassigned, and at any point you may assign 1 or more of these skill points as a standard action at which point they remain assigned to that skill until the next dusk. You may assign these skill points as if all skills were class skills for you. You may not use these skill points to fulfill prerequisites.


Improved Lunar Flow (Su): Beginning at 7th level your benefits from Lunar Flow improve.


Full Moon: When you enter your Alpha's Trance the bonus to Strength is increased to +6, the morale bonus to Will saves to +3, and the bonus to your allies' attack rolls and Will saves increases to +2.
Waning Gibbous: While it is invoked your natural armor is increased by +2.
Half-Moon: Expend 2 uses of the re-roll granted by this ability to invoke any other moon phase's basic Lunar Flow, while it is invoked you gain any at-will/passive benefits of that Lunar Flow as well.
Waning Crescent: When you invoke this ability it functions as Divination instead of Augury.
New Moon: You may invoke this Lunar Flow against spells that include you in their area of effect even if they do not target you, and gain a +2 to the check if it specifically targets you. If you successfully absorb the spell it is countered completely.
Waxing Crescent: Select 2 Least Exaggerated Skills when you invoke this Lunar Flow instead of 1.
Waxing Gibbous: While in defensive stance attacks that do not include you as a target provoke attacks of opportunity from you.


Lunar Path III: At 11th level you gain an additional power based upon your Lunar Path.


Eclipsed Moon (Ex): You gain Darkstalker (LoM) as a bonus feat and you may add your Dexterity modifier to damage against creatures which have not seen you.
Eclipsing Moon (Su): Your Aura of Lunar Command now extends out to 20 ft. 1/day, +1/day per 2 levels beyond 11th, when you invoke your Lunar Flow you may choose to invoke a secondary effect on allies other than yourself within your Aura of Lunar Command base upon the moon phase. This secondary effect lasts as long as the invoked Lunar Flow unless noted otherwise below.
Full Moon: Allies gain a +4 morale bonus to Strength. Waning Gibbous: Allies may use your size modifier to rolls whenever it is beneficial, in addition they may make bull rush and trip attempts without provoking attacks of opportunity. Half Moon: Allies gain +2 luck bonus on all rolls for 3 rounds (even if you emulated another flow). Waning Crescent: Until the start of your next turn, each ally may once when making a d20 roll glimpse two paths of the future and choose one rolling twice and taking the better result, this choice to use this ability must be made before making the roll. New Moon: Allies gain the benefits you select upon successfully absorbing a spell, you may choose to share the lunar flow after knowing whether you successfully absorbed the spell. Waxing Crescent: Choose one of the two skills you selected, allies gain that exaggerated skill and the same number of ranks within it. Waxing Gibbous: Allies gain DR 2/-, +2 dodge bonus to AC, and a +2 bonus to saving throws.
Harvest Moon (Ex/Sp): You gain immunity to death effects, and you can use Finger of Death as a spell-like ability 1/day plus 1/day per 4 levels beyond 11th you possess, the save DC is Wisdom based.
Hunters' Moon (Ex/Su): You gain Scent (this is extraordinary) and your natural weapons gain a +3 enhancement bonus to attack and damage overcoming DR as if magic and silver (this is supernatural).
Lovers' Moon (Su): As an immediate action you may replace your AC with a Bluff, Diplomacy, or Intimidate check before you know whether an attack would hit. You suffer a -2 penalty on this check for each time you have used it against the same creature within the last minute. You may not be flat-footed against the attack and must be aware of it, and the attacker must be able to see you for you to use this ability.
Obscured Moon (Su): You gain a +1 insight bonus to all ability checks, skill checks, AC, saves, and attack rolls; during the half-moon you no longer select a moon phase to round up, instead all are rounded up. Once per day you may use any Lunar Flow ability even if it is not the current moon phase.


Lunar Path IV: At 14th level you gain an additional power based upon your Lunar Path.


Eclipsed Moon (Ex): You can hide while observed in natural surroundings.
Eclipsing Moon (Ex): Your Lunar Aura extends to 30 ft. In addition any ally that observes you being knocked unconscious or killed gains a morale bonus to AC, attack rolls, saving throws, skill and ability checks until they are no longer engaged in combat or active pursuit of the enemy or group of enemies that knocked you out/killed you (this only includes those with a direct hand in it, not their superiors or allies, so if a platoon of baatezu assassins attacked the party it would only apply to the assassins the party was aware of being in that battle and not their reinforcements or the pit fiend Gorblesh who they knew sent them), or they are aware you are once more alive and conscious.
Harvest Moon (Su/Sp): You can use Darkness as a spell-like ability 3/day but it must be centered on yourself. You may see through magic darkness you create as if it were not there and the light matched the pre-existing light conditions. You gain a +2 to hit and damage against creatures at less than half health and they suffer a -2 penalty to saves against your spells and abilities.
Hunters' Moon (Ex): You gain Iron Will as a bonus feat, and you gain a +2 morale bonus to attack and damage against any creature which has dealt damage to you within the last round. Finally you suffer no penalty to survival checks made to track at greater than half speed.
Lovers' Moon (Ex): You add your Charisma modifier, if positive, as a bonus to any check or save to which you add your Wisdom modifier, and your Wisdom modifier, if positive, as a bonus to any check or save to which you add your Charisma modifier. This ability only applies a score to rolls to which it did not already apply (so if you are a Paladin 2/Moonborn 14 you do not add your Charisma to Will saves twice nor your Wisdom, however you would have Will to Fort and Ref and on smites).
Obscured Moon (Ex): Whenever you make a skill check you may roll twice and take the better result.


Greater Lunar Flow (Su): Beginning at 16th level your benefits from Lunar Flow improve.


Full Moon: When you enter your Alpha's Trance the bonus to Strength is increased to +8, the morale bonus to Will saves to +4, and the bonus to your allies' attack rolls and Will saves increases to +3.
Waning Gibbous: While it is invoked you increase by 2 size categories (as if the power was augmented) instead of 1.
Half-Moon: Gain a +6 instead of +2 on the re-rolls.
Waning Crescent: When you invoke this ability you may use Vision instead of Divination.
New Moon: You may invoke this Lunar Flow against any spell you are aware of being cast and have line of effect and line of sight to.
Waxing Crescent: You gain the Lesser Exaggerated skill as well as the Least when you use this ability.
Waxing Gibbous: While in defensive stance you gain a +3 to saves and AC (instead of +2) and DR 5/- instead of 3/-.


Lunar Path V: At 20th level you reach the pinnacle of your Lunar Path gaining one last power from it.


Eclipsed Moon (Ex/Sp): You can hide while observed in any setting or environment (though you still need cover or concealment unless it is within natural terrain). You can use [i]Greater Invisibility as a spell-like ability 3 + Wis modifier times per day.
Eclipsing Moon (Su): Your Aura of Lunar Command extends out to 60 ft. Once per day as a standard action you may issue a loud howl, shout, or strongly worded command filled with the power of the moon. All allies other than yourself within your aura that can hear you may immediately take a Standard and Move action (or a single full round) and add your Wisdom modifier to attack rolls and weapon damage made as part of these bonus actions. In addition you may aid another as a swift action and do so up to a range of your Aura of Lunar Command as long as the ally being aided is able to hear you.
Harvest Moon (Su/Sp): You can use Wail of the Banshee as a spell-like ability 1/day, with a Wisdom based save DC, however it may affect undead and deathless which are forced to make a Will save (instead of Fort) or be destroyed; when affecting an undead or deathless creature it is not considered a Death effect. Whenever you kill a creature with at least 1 hit die you heal hit points equal to twice its hit dice or you can regain a 1st level spell slot. Finally you may choose to send its soul straight to the afterlife consecrating the corpse so that it cannot be raised as undead unless the origin of the effect makes a DC 30 level check, or you may choose to imprison the soul for 1 week rendering resurrection impossible during this time.
Hunters' Moon (Ex): Your scent range doubles and you gain Blindsense 30 ft. Your natural weapons gain a +5 enhancement bonus to attack and damage (this is extraordinary), and score a critical hit on an 18 or higher (this stacks with Keen or Improved Critical). Finally whenever you score a critical hit with a natural weapon you may immediately make another attack with it at the same bonus; this functions against creatures immune to critical hits but the bonus damage does not apply.
Lovers' Moon (Su): As a full round action you may grant another creature which can see and hear you within 60 ft a full round action, as a standard action you may grant another creature which can see and hear you within 60 ft a standard action. You may use this ability a number of times equal to your Wisdom modifier plus your Charisma modifier.
Obscured Moon: Every night at dusk select one moon phase other than the current one. Until the next dusk you gain the True Power of the Moon associated with that phase as if you were 13th level in addition to that of the current phase (in the case of Full Moon or Waxing Gibbous you retain your full maneuvers known but may only ready or initiate those that are 7th level or lower), and the insight bonus associated with that phase at +3. If it is currently the Half-Moon you gain a +4 bonus associated with the selected phase instead, and if you select the Half-Moon you gain all bonuses at +2.

Zaydos
2016-01-15, 06:08 PM
True Power of the Moon warning tables

At 3rd level select one of the disciplines listed below. You gain access to maneuvers from that discipline as shown on the table below. You are only considered to know these maneuvers and stances during the full moon, except for the purposes of prerequisites. At 4th level and every even level thereafter you may exchange 1 of these maneuvers for another maneuver. Your initiator level for these maneuvers is at the full normal level for martial initiator classes. The disciplines you may choose (DMs are encouraged to add disciplines from other sources to the list of options, or limit them to official ToB disciplines, at their own discretion, I used only disciplines from ToB or my own devising): Iron Heart, Stone Dragon, Tiger Claw, White Raven, Feral Hunger, or Lunar Spirit. You recover a single maneuver readied that you have not used since the end of your last turn, each time you fall an opponent (reducing them to unconsciousness or killing them).
LevelManeuvers KnownManeuvers ReadiedStances Known

3
3
2
1

4
3
2
1

5
4
2
1

6
4
3
1

7
5
3
1

8
5
3
1

9
6
3
1

10
6
3
2

11
7
4
2

12
7
4
2

13
8
4
2

14
8
4
2

15
9
4
2

16
9
5
2

17
10
5
3

18
10
5
3

19
11
5
3

20
11
5
3


You gain the ability to shape soulmelds during the waning gibbous moon. You gain chakra binds as listed on the table below, as well as number of soulmelds, and essentia, and may shape soulmelds from the totemist list. You are only considered to have these chakras unlocked, and the ability to shape these soulmelds, during the waning gibbous moon, except for the purposes of prerequisites, and you lose the essentia outside of this period as well.
LevelNew Chakras UnlockedSoulmelds ShapedEssentiaChakra Binds

3-
2
1
0

4Totem
3
2
1

5-
3
2
1

6-
3
3
1

7Crown, feet, hands
4
3
1

8-
4
3
2

9-
4
4
2

10-
5
4
2

11Arms, Brow, Shoulders
5
5
2

12-
5
6
3

13-
5
7
3

14-
6
8
3

15-
6
9
3

16-
6
10
3

17Throat, Waist
6
11
4

18-
7
12
4

19-
7
13
4

20-
7
15
4

You gain the ability to cast divine spells, from the Waning Crescent spell list in the post below, with a caster level equal to your class level. You prepare these spells each day at dusk, preparing them in a fashion identical to a cleric or druid except the fixed time, using Wisdom for bonus spells per day, save DCs, and highest level spells you may cast. You are only considered to know or be able to cast these spells during the waning crescent moon and you cannot prepare them outside of it, except for the purposes of prerequisites and use of spell trigger and spell completion items.

Spells per Day
Level

3
0
-
-
-
-

4
1
-
-
-
-

5
1
-
-
-
-

6
2
-
-
-
-

7
2
0
-
-
-

8
2
0
-
-
-

9
2
1
-
-
-

10
2
1
-
-
-

11
2
2
0
-
-

12
3
2
0
-
-

13
3
2
1
-
-

14
3
2
1
-
-

15
3
2
2
0


16
4
3
2
0
-

17
4
3
2
1
-

18
4
42

2
-

19
4
4
3
2
0

20
4
4
4
3
1


You gain the ability to cast divine spells, from the New Moon spell list in the post below, with a caster level equal to your class level. You prepare these spells each day at dusk, preparing them in a fashion identical to a cleric or druid except the fixed time, using Wisdom for bonus spells per day, save DCs, and highest level spells you may cast. You are only considered to know or be able to cast these spells during the New Moon and you cannot prepare them outside of it, except for the purposes of prerequisites and use of spell trigger and spell completion items.

Spells per Day
Level

3
0
-
-
-
-

4
1
-
-
-
-

5
1
-
-
-
-

6
2
-
-
-
-

7
2
0
-
-
-

8
2
0
-
-
-

9
2
1
-
-
-

10
2
1
-
-
-

11
2
2
0
-
-

12
3
2
0
-
-

13
3
2
1
-
-

14
3
2
1
-
-

15
3
2
2
0


16
4
3
2
0
-

17
4
3
2
1
-

18
4
42

2
-

19
4
4
3
2
0

20
4
4
4
3
1


You gain the ability to shape soulmelds during the waxing crescent moon. You gain chakra binds as listed on the table below, as well as number of soulmelds, and essentia, and may shape soulmelds from the incarnate list. You are only considered to have these chakras unlocked, and the ability to shape these soulmelds, during the waning crescent moon, except for the purposes of prerequisites, and you lose the essentia outside of this period as well.
LevelNew Chakras UnlockedSoulmelds ShapedEssentiaChakra Binds

3-
2
1
0

4Crown
3
2
1

5-
3
3
1

6Feet, hands
3
3
1

7-
4
4
1

8-
4
5
2

9-
4
6
2

10-
5
7
2

11Arms, Brow, Shoulders
5
8
2

12-
5
9
3

13-
5
10
3

14-
6
11
3

15-
6
12
3

16-
6
13
3

17Throat, Waist
6
14
4

18-
7
15
4

19-
7
16
4

20Heart
7
18
4

At 3rd level select one of the disciplines listed below. You gain access to maneuvers from that discipline as shown on the table below. You are only considered to know these maneuvers and stances during the waxing gibbous moon except for the purposes of prerequisites. At 4th level and every even level thereafter you may exchange 1 of these maneuvers for another maneuver. Your initiator level for these maneuvers is at the full normal level for martial initiator classes. The disciplines you may choose (DMs are encouraged to add disciplines from other sources to the list of options, or limit them to official ToB disciplines, at their own discretion, I used only disciplines from ToB or my own devising): Devoted Spirit, Diamond Mind, Setting Sun, Adamant Eagle, Feral Hunger, or Lunar Spirit. You may recover maneuvers as a Warblade.

LevelManeuvers KnownManeuvers ReadiedStances Known

3
3
2
1

4
3
2
1

5
4
2
1

6
4
3
1

7
5
3
1

8
5
3
1

9
6
3
1

10
6
3
2

11
7
4
2

12
7
4
2

13
8
4
2

14
8
4
2

15
9
4
2

16
9
5
2

17
10
5
3

18
10
5
3

19
11
5
3

20
11
5
3

Zaydos
2016-01-15, 06:09 PM
Spell lists go here.

1st: Alarm, Arcane Mark, Burning Hands, Cause Fear, Charm Person, Chill Touch, Comprehend Languages, Dancing Lights, Detect Magic, Disguise Self, Endure Elements, Ghost Sound, Hold Portal, Light, Magic Aura, Magic Missile, Magic Weapon, Mending, Message, Prestidigitation, Protection from Chaos/Evil/Good/Law, Ray of Enfeeblement, Read Magic, Shield, Shocking Grasp, Silent Image, Sleep, Ventriloquism

2nd: Acid Arrow, Arcane Lock, Arcane Sight, Bearís Endurance, Blindness/Deafness, Blur, Bullís Strength, Catís Grace, Command Undead, Continual Flame, Darkness, Darkvision, Daylight, Deep Slumber, Dispel Magic, Eagleís Splendor, False Life, Fireball, Flaming Sphere, Foxís Cunning, Ghoul Touch, Glitterdust, Gust of Wind, Invisibility, Lightning Bolt, Locate Object, Knock, Levitate, Minor Image, Mirror Image, Misdirection, Obscure Object, Owlís Wisdom, Protection from Arrows, Resist Energy, Scare, Scorching Ray, Shatter, See Invisibility, Spectral Hand, Spider Climb, Whispering Wind.

3rd: Animate Dead, Arcane Sight, Displacement, Fly, Gentle Repose, Halt Undead, Haste, Heroism, Ice Storm, Invisibility Sphere, Keen Edge, Magic Circle against Chaos/Evil/Good/Law, Magic Weapon (Greater), Major Image, Nondetection, Phantasmal Killer, Phantom Steed, Protection from Energy, Ray of Exhaustion, Remove Curse, Shout, Slow, Suggestion, Tongues, Vampiric Touch, Water Breathing, and Wind Wall.

4th: Arcane Eye, Bestow Curse, Chain Lightning, Charm Monster, Cone of Cold, Contagion, Detect Scrying, Dimension Door, Dimensional Anchor, Dispel Magic (Greater), Enervation, Fear, Fire Shield, Geas (Lesser), Globe of Invulnerability (Lesser), Hallucinatory Terrain, Illusory Wall, Invisibility (Greater), Locate Object, Scrying, Stoneskin, Wall of Fire, and Wall of Ice.

5th: Analyze Dweomer, Antimagic Field, Baleful Polymorph, Contact Other Plane, Contingency, Delayed Blast Fireball, Dismissal, Disintegrate, Dominate Person, Dream, False Vision, Globe of Invulnerability, Legend Lore, Mageís Private Sanctum, Magic Jar, Meteor Swarm, Mirage Arcana, Nightmare, Overland Flight, Passwall, Persistent Image, Prying Eye, Seeming, Sending, Sunburst, Telekinesis, Teleport, True Seeing, Wall of Stone, and Waves of Fatigue.

1st: Backbiter, Benign Transposition, Blades of Fire, Blood Wind, Cheat, Dead End, Ebon Eyes, Lesser Orb of Acid/Cold/Electricity/Fire/Sound, Net of Shadows, Nightshield, Persistent Blade, Ray of Flame, Snake's Swiftness, Sonic Blast, Spirit Worm, Thunderhead.

2nd: Aiming at the Target, Balancing Lorecall, Baleful Transposition, Battering Ram, Bladeweave, Blast of Force, Burning Sword, Chain of Eyes, Chain Missile, Combust, Dark Way, Death Armor, Discern Shapechanger, Electrical Loop, Entice Gift, Ethereal Chamber, Fireburst, Flame Dagger, Force Ladder, Frost Breath, Greater Alarm, Greater Disrupt Undead, Heroics, Marked Object, Mass Snake's Swiftness, Portal Alarm, Ray of Ice, Ray of Sickness, Ray of Weakness, Razorfangs, Reflective Disguise, Scorch, Scintillating Sphere, Shroud of Undeath, Spawn Screen, Speak to Allies, Stone Bones, Swift Fly, Wracking Touch, Wraithstrike.

3rd: Anticipate Teleport, Bite of the Wererat, Blacklight, Deeper Darkvision, Earthen Grace, Force Missiles, Forcewave, Great Thunderclap, Greater Mage Armor, Incorporeal Enhancement, Lesser Telepathic Bond, Mass Mage Armor, Mesmering Glare, Miser's Envy, Orb of Acid/Cold/Electricity/Fire/Force/Sound, Ray of Deanimation, Shadow Phase, Spectral Weapon, Undead Lieutenant, Undead Torch, Unluck.

4th: Assay Spell Resistance, Backlash, Bite of the Werewolf, Cacophonic Shield, Corporeal Instability, Cyclonic Blast, Duelward, Forceward, Greater Fireburst, Greater Floating Disc, Iron Bones, Know Vulnerabilites, Ray Deflection, Ruin Delver's Fortune, Sensory Deprivation, Sword of Deception, Translocation Trick.

5th: Bite of the Wereboar, Bite of the Weretiger, Contingent Energy Resistance, Greeater Anticipate Teleport, Greater Dimension Door, Indomitability, Mass Fireshield, Night's Carress, Nightstalker's Transformation, Radiant Assault, Refusal, Shadow Form, Shadow Hand, Shadowfade, Zone of Respite.


1st: Bane, Bless, Comprehend Languages, Create Water, Cure Light Wounds, Deathwatch, Detect Animals or Plants, Detect Chaos/Evil/Good/Law, Detect Magic, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Detect Undead, Divine Favor, Doom, Guidance, Identify, Know Direction, Mage Armor, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Sanctuary, Shield of Faith, Speak with Animals, True Strike.

2nd: Aid, Arcane Sight, Augury, Clairaudience/Clairvoyance, Cure Serious Wounds, Delay Poison, Detect Thoughts, Dispel Magic, Find Traps, Gentle Repose, Lesser Restoration, Locate Object, Misdirection, Obscure Object, Remove Paralysis, See Invisibility, Speak with Plants, Status, Undetectable Alignment, Zone of Truth.

3rd: Arcane Eye, Cure Critical Wounds, Detect Scrying, Discern Lies, Divination, Helping Hand, Invisibility Purge, Locate Creature, Neutralize Poison, Nondetection, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Restoration, Scrying, Speak with Dead, Sending, Tongues

4th: Break Enchantment, Commune, Commune with Nature, Contact Other Plane, Death Ward, Dismissal, Find the Path, Freedom of Movement, Legend Lore, Mass Cure Light Wounds, Prying Eyes, Raise Dead, Raryís Telepathic Bond, True Seeing

5th: Analyze Dweomer, Discern Location, Greater Arcane Sight, Greater Restoration, Greater Scrying, Greater Dispel Magic, Heal, Mass Cure Serious Wounds, Moment of Prescience, Resurrection, Spell Resistance, Stone Tell, Vision.

1st: Appraising Touch, Arrow Mind, Blessed Aim, Bloodhound, Conviction, Critical Strike, Dead End, Delay Disease, Discern Shapechanger, Ebon Eyes, Golem Strike, Grave Strike, Guided Shot, Healing Lorecall, Healthful Rest, Insightful Feint, Instant Locksmith, Instant Search, Know Greatest Enemy, Lesser Vigor, Master's Touch, Nerveskitter, Nightshield, Omen of Peril, Resurgence, Sniper's Shot, Spontaneous Search, Targeting Ray, Vine Strike, Vision of Glory

2nd: Aiming at the Target, Analyze Portal, Balancing Lorecall, Chain of Eyes, Circle Dance, Close Wounds, Curse of Ill Fortune, Curse of Impending Blades, Divine Insight, Know Vulnerabilities, Lesser Telepathic Bond, Listening Lorecall, Marked Object, Speak to Allies, Tactical Precision, Unluck,

3rd: Anticipate Teleport, Assay Spell Resistance, Find the Gap, Know Opponent, Lay of the Land, Listening Coin, Mass Aid, Mass Conviction, Mass Lesser Vigor, Mass Resurgence, Panacea, Revenance, Speechlink, Treasure Scent, Vigor, Weather Eye

4th: Delay Death, Greater Vigor, Implacable Pursuer, Interplanar Telepathic Bond, Mass Shield of Faith, Probe Thoughts, Recitation, Revivify, Ruin Delver's Fortune, Sheltered Vitality, Spell Vulnerability, Vigorous Circle, Zone of Revelation

5th: Brainspider, Dream Sight, Greater Anticipate Teleport, Hide the Path, Indomitability, Life's Grace, Mass Restoration, Mass Sanctuary, Renewal Pact, Revive Outsider, Righteous Wrath of the Faithful.

Zaydos
2016-01-15, 06:15 PM
Prestige Classes and Moonborn

It is possible for a Moonborn to acquire Prestige Classes using their True Power of the Moon and it is possible for them to advance their spellcasting, meldshaping, or initiating through this method. In fact it is entirely possible for a Moonborn to qualify for Ruby Knight Vindicator and advance spellcasting and initiating from Moonborn at the same time.

If a PrC increases spellcasting the moonborn must choose one of their moon phases which grants spellcasting. When they do not have moonborn spellcasting due to it being the wrong moonphase they retain spellcasting from that moon phase's list as if they had a number of moonborn levels equal to 2 + the number of levels of spellcasting the PrC has provided. During any moon phase in which they have spellcasting they instead simply add the levels of spellcasting the PrC provides to their spellcasting in that phase. If a Moonborn have multiple spellcasting PrCs they must choose the same phase for all.

If a PrC grants initiating the moonborn must choose one of their moon phases which grants martial maneuvers. When they do not have moonborn initiating due to it being the wrong moonphase they retain maneuvers known from that moon phase's maneuvers known, but not stances, and may only ready a number of maneuvers equal to that provided by their PrC(s) +1. During any moon phase in which they have initiating they instead simply add the maneuvers and stances known and readied the PrC provides to their initiating in that phase. If a Moonborn have multiple initiating PrCs they must choose the same phase for all.

If a PrC improves existing meldshaping the moonborn must choose one of their moon phases which grants meldshaping. When they do not have moonborn meldshaping due to it being the wrong moonphase they retain the ability to shape soulmelds from that moon phase's list but only the number of melds and chakra binds granted by that class. If the class has any chakra binds as prerequisites (for example necrocarnate) they retain access to those binds as well. If the class increases pre-existing meldshaping directly (such as Sapphire Hierarch) they gain meldshaping as if they had a number of moonborn levels equal to 2 + the number of levels of meldshaping the PrC has provided however they do not gain any unlocked chakras unless the class grants them (either directly, through having them as prerequisites, or being a homebrew which adds levels for that purpose as well as essentia, # of melds shaped, and # of binds you may have at once).

Zaydos
2016-01-17, 03:27 PM
Alright, I'm declaring this finished. PEACH away, still unsure if I made the right choice with Half Moon's true power but it was the lazy choice and that works for me at this point.

Balance wise I aimed for a weird sort of ricochet tier 4 in that if you focus in one aspect you can get better than say a Warblade at fighting during the Full Moon but then you're left weaker during the other moon phases (even the Gibbous phases require a different style of combat though are close) so you can be great at one thing and able to do, depending upon the moon phase that and something else, or you can sort of diversify and end up a Jack of All Trades but master of none. It also assumes that you will have a mix of adventures where you can pick your time and those where sorry you have to try your best to make do in the social encounter during the gibbous moon.

I have no idea how that worked, but the challenge I was given was a class whose role shifted with the moon phase so I did my best to succeed at making something out of that which was usable.

ImperatorV
2016-01-17, 04:53 PM
For the half moon: since full moon is initiating, and new moon is spellcasting, maybe a mixed maneuvers/spells progression? Or just give them full initiating but with heavily supernatural maneuvers, like your arcane techniques and eldritch rain disciplines? Also, I worry that the waning crescent list lacks combat options; I'd consider adding Unluck and similar offensive divinations to round out the list.

Other then that, looks good, it's low power but that's what you aimed for.

Zaydos
2016-01-17, 11:08 PM
For the half moon: since full moon is initiating, and new moon is spellcasting, maybe a mixed maneuvers/spells progression? Or just give them full initiating but with heavily supernatural maneuvers, like your arcane techniques and eldritch rain disciplines? Also, I worry that the waning crescent list lacks combat options; I'd consider adding Unluck and similar offensive divinations to round out the list.

Other then that, looks good, it's low power but that's what you aimed for.

I actually had not thought about arcane techniques/eldritch rain. Maybe go with Desert Wind, Devoted Spirit, Shadow Hand, and then look through my homebrew for magical ones to give some non-homebrew options. A mixed progression is an option might end up really light on the spells (one thing I had considered at one point was pick 2 at -2 levels each but that gets into oddities with Maneuvers Known and ends up too strong with meldshaping, not as much the other two*)

As for Unluck the only reason it doesn't have all Lv 6 or lower SpC divination spells somewhere on it is because then I'd have to actually deal with SpC and... I'll expand the spell lists for SpC and CM... and PHBII... I am not going to the other books even if I know they need Scry on Location.

Debihuman
2016-01-20, 04:47 AM
So spells/chakras, etc. can only be cast during the correct phase of the moon? That's not much time in terms of game play. For spellcasting classes, they lack spellcasting and concentration listed as a class skill.

The record keeping of this class is miserable since saves change all time. This is really not good for new players and I as a DM certainly don't want to have to sit around figuring it out for them.

What happens if a moon phased becomes locked? What happens if the moon is destroyed?

Debby

Zaydos
2016-09-09, 01:55 PM
Yeah the book keeping is intense. As for if the moon phase becomes locked I'd leave it up to the DM whether you would stay in the phase it's locked in or reflect what it should be. If the moon is destroyed I'd say default to the moon phase it ought to be if it hadn't been destroyed, although I'm tempted to make stuff for during the destroyed moon, but... this class was a request (for a class with abilities that changed based upon the moon phase) and the requester never commented so I'm not the most motivated for that.

That said I am not reviving this thread to reply to the last response but because 2 additional Lunar Paths were made and posted elsewhere and I felt they should finally be added here.


Reflected Sun - Lunar Path

The path of the Reflected Sun emphasizes the moon's role in bringing light to the night. It shines forth like a lesser sun, giving hope to mortals against the forces of darkness which swell forth when the sun fades from the sky.

You must be Good aligned to select this Lunar Path. If you willingly commit an Evil act you lose access to the benefits of this Lunar Path until you atone.

Lunar Path I (2nd): 1/day you may Smite Evil. You add your Wisdom modifier to any attack roll and your level to damage dealt. You may smite with a spell that requires an attack roll and if it does not deal damage or deals ability damage you deal your class level in pure sacred force. If used against an Evil Outsider, Undead, or creature with light sensitivity or blindness this smite deals double the normal bonus damage. When you use this smite you create a flash of light which is equivalent to a spell of Ĺ your class level for interactions with magical darkness and which illuminates out to 60 ft + 10 ft per class level for a brief moment.

Lunar Path II (5th): Your smite becomes 2/day. You may add your Wisdom modifier if positive to saving throws (this means it is added twice to Will saves).

Lunar Path III (11th): Your smite becomes 3/day. You gain the ability to Turn Undead as a (good) cleric of your Moonborn level. When you use turn undead any undead or evil creature within range (that is not destroyed outright) takes 1d6 damage per 2 class levels you possess (Will halves).

Lunar Path IV (14th): Your smite becomes 4/day. If you smite an Evil Outsiders, Undead, or creature with light sensitivity or light blindness it must make a Fort (DC 10 + 1/2 Moonborn level + Wisdom modifier) save or die, or if undead a Will save or be destroyed. A successful saving throw negates this effect (but not the damage from your smite) and renders them immune to the killing effect of your smite for 1 minute.

Lunar Path V (20th): Your smite becomes 5/day. When you kill an evil creature in combat (post battle coup de grace does not count) which was a threat to you (CR at least 12), you or one ally within 60 ft heals 100 hp and immediately ends any 3 of the following adverse conditions affecting the target: ability damage to one ability, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, or poisoned.



The Smith's Moon - Lunar Path

The horseshoe, a symbol of both the crescent moon and the smith's craft. A moonborn of the Smith's Moon is adept at the smith's arts, drawing lunar insight into the creation of all things and the work of their tools. It is the Lunar Path of the Craftsman and the Smith.

2nd Level: You may use your ranks in a single Craft skill for all Craft skills. You gain a bonus to all Craft checks equal to your Wisdom modifier + 1/2 your Moonborn class level.

5th Level: You gain Craft Magic Arms and Armor and Craft Wondrous Items as bonus feats. You may emulate any spell on the New Moon or Crescent Moon spell list of a level you may cast 1/day each for the purposes of crafting.

11th Level: You can craft immaculate items. An immaculate weapon gains a +1 bonus to hit and +2 to damage, this stacks with magical enhancements and the Masterwork quality. An immaculate armor increases its Max Dex by 1, reduces its Armor Check Penalty by 1, and gets a +1 to AC, and DR 1/- if light, 2/- if medium, or 3/- if heavy; this stacks with mithral, adamantine, Mw, and magical bonuses as appropriate. An immaculate tool grants a +4 to checks instead of a +2. All immaculate items may make saving throws as if they were magic with a +2 to all base saves, or a +2 to all base saves if they are in fact magic, they have double the normal hit points and a +2 to hardness and +5 to break DCs. Immaculate items are expensive, if possible they must be Mw and even then cost 10 times the normal Mw price (or normal price if Mw is impossible), 20 in the case of immaculate medium or heavy armor. It requires a DC 35 Craft check to make an immaculate item and an immaculate item loses its benefits if not cared for by a character capable of creating immaculate items for at least 1 hour a (lunar) month; if they go without maintenance it requires 1 day of work per month they were not maintained to regain their former benefits. In addition during the Crescent Moon you craft items at 10 times the normal rate (SP a day on such days).

14th Level: You may emulate spells not on the Crescent of New Moon spell lists as well as those of any level up to 8th but for the purposes of crafting magic items only. You craft magic items more quickly during the Crescent Moon, each day of crafting during such time equally 4 days during other periods. Finally you gain Forge Ring or Craft Rod as a bonus feat.

20th Level: Immaculate items you create are even more fine. They grant a +2 bonus to hit and +4 to damage if weapons. Immaculate armor increases its Max Dex by 2, reduce armor check penalties by 4, increases AC by 2, grant DR 3/- if medium or 5/- if heavy, and are considered one category lighter (to a minimum of light) whenever beneficial. An immaculate tool grants a +6 bonus to checks. All immaculate items you make have a base save of +5, or gain a +5 to their base saves if magic, have +5 hardness, and a +10 to break DCs (they do not gain yet further bonus hp). If these immaculate items are maintained by a character who can make normal immaculate items but not those of these qualities they revert to regular immaculate items until 1 day of work is spent per month they will ill-maintained. During the crescent moon you craft items at 100 times the normal rate (GP per day).