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    Ogre in the Playground
     
    OldWizardGuy

    Join Date
    Apr 2017
    Location
    Vancouver <-> Dublin
    Gender
    Male

    Default Re: Prestige Class Contest III: Switch Hitters

    Moon Disciple

    "I conquered my fears - and my hopes - long ago."

    The Moon is a symbol of magic, madness, renewal... and death. Just as it perpetually waxes and wanes, so too have Moon Disciples learned to shift between the dark and light aspects of their souls. A Moon Disciple's "enlightenment" comes not from mastering magic or the blessing of a deity, but from their own introspection and ability to influence others for either good or ill. Even the humblest commoner can come to understand and control himself and his peers.

    In their light aspects, Moon Disciples serve their allies from afar as healers and protectors. In their dark aspects, Moon Disciples lead their Inner Demons in battle and manipulate others from the shadows.

    Prerequisites:
    To become a Moon Disciple, a character must fulfill all the following criteria.

    Alignment
    Any extreme alignment (chaotic evil, chaotic good, lawful evil, or lawful good).

    Skills
    Profession (any) 9 ranks.

    Feats
    Negotiator, Persuasive, Self-Sufficient.

    Hit Die: d8

    Class Skills
    The Moon Disciple's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana, religion, the planes) (Int), Move Silently (Dex), Perform (oratory) (Cha), Profession (Wis), Sense Motive (Wis), Speak Language (None), and Spellcraft (Int).

    Skill Points per Level: 8 + Int modifier

    Table: The Moon Disciple
    Level Base Attack Bonus Fort Save Ref Save Will Save Special Spells Per Day
    1st
    +1
    +2
    +2
    +2
    Aspects,
    Guardian Angel,
    Inner Demons,
    Soul Touch
    2nd
    +2
    +3
    +3
    +3
    +1 level of existing spellcasting class
    3rd
    +3
    +3
    +3
    +3
    +1 level of existing spellcasting class
    4th
    +4
    +4
    +4
    +4
    +1 level of existing spellcasting class
    5th
    +5
    +4
    +4
    +4
    Improved Aspects
    6th
    +6/+1
    +5
    +5
    +5
    +1 level of existing spellcasting class
    7th
    +7/+2
    +5
    +5
    +5
    +1 level of existing spellcasting class
    8th
    +8/+3
    +6
    +6
    +6
    +1 level of existing spellcasting class
    9th
    +9/+4
    +6
    +6
    +6
    +1 level of existing spellcasting class
    10th
    +10/+5
    +7
    +7
    +7
    Greater Aspects

    Weapon and Armour Proficiencies
    Moon Disciples gain no proficiency with any weapon or armor.

    Aspects (Ex)
    At first level a Moon Disciple becomes his quintessential self. His type changes to outsider (do not recalculate Hit Dice, saves, base attack bonus, or skill points) and he gains the [Native] subtype and darkvision out to 60 feet. Additionally, his personality is divided into two opposing "halves" - his Light Aspect and his Dark Aspect. He may shift between these Aspects as a full-round action, and the effect lasts until he shifts to the other Aspect. He must always be in either his Light or Dark Aspect - he no longer has a "base" form.

    Dark Aspect
    While in this form the Moon Disciple gains the [Chaotic] and [Evil] subtypes. His person seems composed of pure darkness or otherwise radiates menace and he constantly feels a great compulsion to act according to a chaotic evil alignment (though he is not actually forced to do so).

    Light Aspect
    While in this form the Moon Disciple gains the [Good] and [Lawful] subtypes. His person seems composed of pure white light or otherwise radiates benevolence and he constantly feels a great compulsion to act according to a lawful good alignment (though he is not actually forced to do so).

    Guardian Angel (Su)
    While in his Light Aspect, a Moon Disciple radiates a powerful protective aura. All allies within 30 feet of the Moon Disciple add his Charisma bonus as a sacred bonus on their saves and Armour Class.

    Inner Demons (Su)
    While in his Dark Aspect, a Moon Disciple is served by his own fears, desires, and hatreds made manifest. He attracts followers as if by the Leadership feat, with the following changes:

    The followers appear only after an hour-long ritual which the Moon Disciple must perform in his Dark Aspect. If he shifts to his Light Aspect, the followers vanish instantly until the next time he performs the ritual.

    He ignores all special modifiers to his Leadership score (it is simply equal to his character level + his Charisma modifier).

    All of the followers are warriors of his original race with the fiendish template and the [Chaos], [Evil], and [Extraplanar] subtypes.

    The followers accompany the Moon Disciple on adventures if he chooses, obeying him without question. If any are slain, they are restored the next time he performs the summoning ritual.

    The followers cannot enter the area of an antimagic field, magic circle against evil, or similar effect (they are treated as summoned creatures).

    Soul Touch (Su)
    A Moon Disciple can channel his own inner good and evil through his touch (see below). The save DC against this ability is equal to 10 + one-half his character level + his Charisma modifier, and the caster level (if applicable) is equal to his character level.

    Dark Touch
    While in his Dark Aspect, the Moon Disciple may make a melee touch attack as a standard action to inflict 1d4 negative levels on a creature for one hour. A humanoid slain by these negative levels must make a Fortitude save or rise as a first-level follower (of its original class and race, but otherwise with the fiendish template and aforementioned subtypes) as described above under Inner Demons. These followers do not count towards the Moon Disciple's normal limit of followers; instead, he may command up to twice his character levels' worth of followers in this way. Whenever he uses this ability, he heals 5 hit points for each negative level bestowed (any excess are lost) and must wait 1d4 rounds before using it again.

    Light Touch
    While in his Light Aspect, the Moon Disciple may make a ranged touch attack as a move action to heal an ally within 60 feet. The targeted ally regains hit points as though it had rested for a full day of long-term care (4 hit points per character level) and receives the benefits of lesser restoration, neutralise poison, remove blindness/deafness, remove curse, remove disease, remove fear, and remove paralysis. A hostile evil-aligned creature or hostile undead creature instead takes 1d6 points of damage per class level (Will half). The Moon Disciple may use this ability up to twice per round.

    Improved Aspects (Ex)
    At 5th level, the Moon Disciple refines his spiritual essence even further. His base saves and skill points from all his class levels are recalculated as though they were racial outsider Hit Dice (all good saves, 8 + Intelligence modifier skill points per Hit Die with quadruple skill points at first level). His Soul Touch improves as follows:

    Dark Touch
    The Moon Disciple's Dark Touch may now be made in place of any or all other melee attacks he could make during a full attack. He need not wait to use it again.

    Light Touch
    The Moon Disciple's Light Touch now also grants the benefits of atonement, break enchantment, and restoration.

    Greater Aspects (Ex)
    At 10th level, the Moon Disciple is no longer remotely mortal. He is immune to aging penalties to his physical ability scores and has no maximum age. He benefits from a constant death ward effect. His base attack bonus and Hit Die from all his class levels are recalculated as though they were racial outsider Hit Dice (full base attack bonus, d8 Hit Dice). His Soul Touch improves as follows:

    Dark Touch
    The effects of the Moon Disciple's Dark Touch now apply to all attacks he makes in melee (including unarmed strikes, natural weapons, manufactured weapons, and touch spells).

    Light Touch
    The Moon Disciple's Light Touch now also grants the benefits of greater restoration and regeneration.

    Spellcasting (Ex)
    When a new Moon Disciple level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could spells before he added the prestige class level (except 1st, 5th, and 10th level). He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one spellcasting class in which he could cast spells before he became an Moon Disciple, he must decide to which class he adds each level of Moon Disciple for the purpose of determining spells per day.

    Moon Disciples and Changing Alignment
    A Moon Disciple that changes alignment risks blurring the lines between his new, well-defined moral outlooks. If he becomes any alignment other than those listed in the class prerequisites he loses all class abilities until he returns to an appropriate alignment and receives an atonement spell.
    Last edited by rferries; 2018-05-05 at 08:06 PM.