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MoonDancer (Prestige Class)
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Moondancers worship a four-part Goddess (Tara), commonly seen and worshipped as Astara - Brigitta - Dana - Morgan [waxing - full - waning -new; beauty - healing - wisdom - war/chaos]. While Moondancers recognize the necessity of some war and suffering to complete the cycle of life, they will use the wisdom they gather to prevent any such that they feel is unnecessary. RequirementsAlignment: Neutral Good, Chaotic Good, Neutral, Chaotic Neutral Race: Any Base attack bonus: +6 Concentration: 5 ranks Heal: 5 ranks Move Silently: 5 ranks Spot: 10 ranks Tumble: 10 ranks Feats: Combat Casting, Spring Attack. Special: Moondancers must have placed their first attribute point (fourth level) into wisdom. As most people do not plan to seek this course but are shown the light later in life, this is a sign that the person truly seeks wisdom. Moondancers cannot be straight Clerics, but must have Cleric as a component. The character's other class(es) must have advanced at least four levels in total. This is to guarantee knowledge of the world outside of the normal divine sphere. Moondancers cannot be Druids (although they do get along well with Druids) because of their concentration on people rather than a natural balance. Class skillsThe Moondancer's class skills (and the key ability for each skill) are: Appraise (Int); Balance (Dex); Climb (Str); Concentration (Con); Gather Information (Cha); Hide (Dex); Heal (Wis); Innuendo (Wis); Intuit Direction (Wis); Jump (Str); Listen (Wis); Move Silently (Dex); Perform (Cha); Search (Wis); Sense Motive (Wis); Spellcraft (Int); Spot (Wis); Tumble (Dex); Use Rope (Dex). See Chapter 4: Skills in the Player's Handbook for skill descriptions.Skill Points at Each Level: 6+ Int modifier. Class featuresWeapon and Armor Proficiency: Moondancers can use any weapon type they have already acquired and used regularly. The weapon(s) that they currently own must be taken into a temple or a consecrated worship space and offered to Tara. This process takes ten days. Tara will reject any weapon type(s) that the user has not had for at least one full level and flagrant abuse of this consecration (such as going out and buying one of everything your class can use to consecrate) will result in refusal of the candidate. After consecration, any normal weapon of that/those type(s) can be used, but any magic weapon must be individually offered with prayer, or use in battle, as an attack will cause the weapon to be destroyed. This process takes five days and can be performed in a space the cleric can consecrate themselves.Moondancers can wear armor no heavier than light and cannot carry a shield - heavier armor hides beauty and decreases grace. For this reason, Moondancers are gifted by the Four-in-One goddess with their wisdom bonus to AC (this stacks with dexterity bonus, as both grace and wisdom are important). Hit Die: d8
Slow Fall: As the Monk ability; 20' at 1st level, 30' at 4th level, and 50' at 7th level. Moon Domain: The Moondancer gains access to the Moon Domain. This is in addition to the two domains she already possesses. Featherfoot: If the priest makes a successful move silently roll, they can move over certain surfaces tracklessly and soundlessly and do not exert weight on the surface, as per the following table:
The Moon's Fist: Beginning at 3rd level; once per day, this attack does 1d10 points of damage per every two levels of Moondancer (2d10 at 5th, etc). Moon's Fist cannot be used in conjunction with sneak attack. This is Tara's version of Smite. Slippery Mind: As the Rogue ability (see PHB). Darkvision: As the racial ability; 60ft. Immune to Lycanthropy: Because of their connection to the moon, Moondancers become immune to all Lycanthropic effects. Peace of Mind: A Moondancer gets a +4 to their saves versus mind-affecting spells. Renewed Youth: This spell restores a middle-aged or older recipient to their prime. This spell will eliminate any magical aging, as well as normal aging. This only takes away penalties for aging. This spell can only be cast once per month on the night of the full moon. DC 30. Nondetection: DC 30 against all detection or divination spells (except know alignment, true seeing, contact other plane, or commune). It is also effective against divination devices, such as a crystal ball, but will not work against legendary monsters, wyrm or great wyrm dragons, and deities. Water of Life: This spell fills three potion bottles with Water of Life. An entire flask will kill any mold or musk creeper spores (including monstrous sorts) and rot grubs; purifies water and acts as a neutralize poison spell. If the flask is imbibed, it cures disease, mummy rot, and lycanthropy; removes curse; and closes all wounds including those caused by a weapon of wounding, preventing further damage by bleeding. This does not require the Brew Potion feat. Life Protection: As the amulet of life protection. Improved Evasion: As the Rogue special ability. The Moon's Aid: This spell can be cast at times of need and the effect is determined by the phase of the moon. It takes 1 round to cast and the effect can be chosen if the caster is willing to sacrifice a level of experience. The caster must also reconcile with Tara as soon as possible, if they choose to go against the moon's cycle. Effects
Spell Casting: A Moondancer adds a +1 to their Cleric level, for spell casting purposes only, for each level of Moondancer. |
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