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| MerrikCale03-10-07, 11:04 PM | Moon Hunter Selune counts many as her enemies. As the goddess of the moon, Malar, master of evil lycanthropes, is hated. Her sister, Shar, holds a special place amongst the moon maiden's foes. These deities have created their own power groups, the People of the Black Blood, the Order of Dark Moon, and the Shadow Weave to oppose the ideals of Selune and her allies. But now Selune has answered her enemies with the Hunters of the Moon, or as they are more commonly called, the Moon Hunters. The first Hunters were trained deep in the thickets of Neverwinter Wood. During the early part of their training, a Hunter must choose a path, the Path of Light or the Path of Silver. These paths are dedicated to fighting the forces of Shar and Malar, respectively. When entering this prestige class, a prospective Hunter must select their path. The Hunters on the Path of Silver are trained specifically to battle evil lycanthropes. Those Hunters that choose the Path of Light train to battle shades and the shadow weave. Rangers of Selune make obvious choices for Moon Hunters. Scouts, rogues, and fighters also make fine choices. Many hunters have levels of cleric or sorcerer as well. Finally, if permitted, druids would be potent hunters and heated foes of lycanthropes in particular Requirements Skills: Move Silently 4 ranks, Hide 4 ranks, Survival 4 ranks Attack: base attack bonus +5 Feats: Track, Alertness Divine: A Moon Hunter must have Selune as her patron Class Skills Bluff (cha), Climb (str), Disguise (cha), Gather information (cha), Heal (wis), Hide (int), Intimidate (cha), knowledge (religion)(int), Listen (wis), Ride (dex), Move Silently (int), Sense Motive (wis), Spot (wis), Survival (wis) Skill Points per level: 4 + int modifer Hit Dice: d8 Base Attack Bonus Progression: As a ranger Save Progession: As a fighter Class Features Weapon and Armor Proficiency: Moon Hunters who have chosen the Path of Light gain proficiency with the mace, light and heavy. Those on the Path of Silver gain proficiency with the short sword. Spells: Moon Hunters gain no additional spells as they rise in level Lunar Sight: Moon Hunters gain low light vision. If they already possess same, the hunter gains improved low light vision or 4 times the vision of a human in poor illumination. Detection: At 1st level, Moon Hunters gain the ability to detect the use of shadow weave (Path of Light) or lycanthropes (Path of Silver). Detect Shadow Magic is a limited form of Detect Magic and operates as if the caster level is the Moon Hunter's level. If they Moon Hunter already can cast detect magic, the levels stack when encountering shadow magic. Detect Lycanthropes operates the same as Detect Favored Enemy (only involving lycanthropes) as if the caster's level equals that of the Moon Hunter. Favored Enemy: At 2nd level, the Moon Hunter on the Path of Silver gains +2 bonus on bluff, listen, sense motive, spot and survival checks as well as a +2 attack bonus when faced with lycanthropes. The Hunter on the Path of Light gains these bonuses when facing shades, a creature native to the Plane of Shadow or users of the Shadow Weave. These bonuses increase to +4 at 7th level. Weapon focus: A Moon Hunter on the Path of Silver gains the weapon focus (short sword) bonus feat at 3rd level. A Moon Hunter on the Path of Light gains the weapon focus (mace, light or heavy) as a bonus feat at 3rd level. Selunite Lycanthropy: At 4th level, Moon Hunters on the Path of Silver who contract lycanthropy are treated as natural lycanthropes. Their type changes to shapechanger and they may select the improved control shape feat. They do not change alignment and are aware of their actions while in animal and hybrid form. Moon Shield: At 4th level, Moon Hunters on the Path of Light gain a +2 bonus against enchanment, illusion, and necromancy spells and effects with the darkness descriptor. This bonus applies to spells whether or not they are from the shadow weave. Bonus Feat: At 5th level, all Moon Hunters gain Endurance as a bonus feat. If they already have that feat, the Moon Hunter may select a Skill focus feat for any of the Moon Hunter's class skills. Swift Tracker: At 6th level, Moon Hunters on the Path of Silver are able to move at normal speeds while following tracks Tears of Selune: At 6th level, Moon Hunters on the Path of Light are able to project two small balls of luminescent energy from thier eyes as a dancing light spell of the Moon Hunter's level. Camouflage: Moon Hunters of either path gain the camouflage ability at 7th level. This permits them to use the hide skill in any terrain. This benefit is lost if wearing medium or heavy armor, or carrying a medium or heavy load. Soothing Moon: Moon Hunters of either path can be healed when in direct contact with the light of the moon once they reach 8th level. As long as the Moon Hunter allows moonlight to bath them for 1 continous hour once per night, they receive the benefits of digesting a potion of cure moderate wounds. This does not work if the moon is new, or if there is complete cloud cover. Implacable Hunt: All Moon Hunters gain this ability at 9th level. Moon Hunters who wound a favored enemy and that target escapes, the Moon Hunter always knows which direction their target lies and the approximate distance (within 10 feet). If the target is within 50 feet, the Moon Hunter can pinpoint the exact location. This only works if the target is on the same plane of existence. Blessing of the Weapon: At 10th level, the Moon Hunter has a weapon of their choice blessed by Selune clergy. Those on the Path of Silver can choose a weapon to receive the lycanthropebane ability. Those on the Path of Light choose a weapon to receive the shadowscourge ability. |
| MerrikCale03-10-07, 11:05 PM | Please feel free to offer comments, criticisms or suggestions. I do not "do" prestige classes. |
| Snow Savant03-11-07, 07:48 PM | It's odd to see skill prerequisites that do not include those very skills in the PrC's class skill list. Since your fluff description of the PrC implies continuity of "rangerly" purpose/role in regards to the continuation of a Moon Hunter's career path, I would stick with the Ranger's class skill list. Your inclusion of the Bluff and Intimidate skills are interesting - and perhaps need explaining (?). Besides, it would make sense to continue a skill like Hide in light of the 7th level Camouflage ability. Also, you need to list the HD that the Moon Hunter levels get. Because it is important in so many aspects of game mechanics, I suggest you list all the class abilities of the Moon Hunter as (Ex), (Sp), or (Su). This is common now in all WotC class benefit naming convention methodologies. The Soothing Moon ability could use some straightening out in its semantics. At the end of every 1 continuous hour in moonlight does the character receive the equivalent benefit of having received a potion of CMW? --- Nice PrC idea for a deity I like as well. :-) Snow |
| MerrikCale03-11-07, 09:14 PM | Thanks about those oversights. HD was d8. And soothing moon is 1/day. I shall fix the oversight on the skills. My bad. |
| TomCosta03-12-07, 02:34 PM | Very cool. For whatever its worth, I worked up a version of the Moon Hunter and put in the appendix to Bestiary of the Realms II here: http://www.ericlboyd.com/dnd/monsters.html Don Bassingthwaite, author of Mistress of Night, discussed several of the powers he expected them to have over at his board at Candlekeep, which is where I started from. |
| MerrikCale03-12-07, 03:37 PM | Thanks. I will check out the stuff you linked. |
| MerrikCale05-10-07, 06:38 PM | Very cool. For whatever its worth, I worked up a version of the Moon Hunter and put in the appendix to Bestiary of the Realms II here: http://www.ericlboyd.com/dnd/monsters.html Don Bassingthwaite, author of Mistress of Night, discussed several of the powers he expected them to have over at his board at Candlekeep, which is where I started from. That is good stuff. Thanks for the link |
| MerrikCale05-27-07, 08:48 PM | any other suggestions? |
| Red_Wizard06-03-07, 09:33 AM | To be honest it's broken. As a ranger I could qualify for this PrC by 4th level, and I can think of no other PrC that grants you access to it below 5th (I could be wrong on this, so feel free to source me) Also you don't need to say "Ranger" for the BAB progression, as it is also the fighters, and barbarians...AKA, the best BAB in the game. Which alone might not be so bad, if you hadn't coupled it with the monks saves, which are also the best saves in the game. (For PC's anyway) Added with the abilities of this class, and all for only the loss of spell casting progression, which means little to a ranger, and next to nothing to a rogue/ fighter, I think that this definatly needs some tweaking. |
| Dielzen06-03-07, 11:25 AM | As a ranger I could qualify for this PrC by 4th level, and I can think of no other PrC that grants you access to it below 5th (I could be wrong on this, so feel free to source me) Master Specialist, Complete Mage. And, to clarify, a BAB of 4 means that you can't have access until at least 5th. You have to meet all pre-requisites before you can select a Prestige Class. |
| Red_Wizard06-03-07, 12:02 PM | Master Specialist, Complete Mage. You are indeed correct on this, though when you look at the actual benifets of this class they are minimal, especially when taking into account that you have to lose two entire schools of magic to even qualify to be a specialist. If anything, this PrC is what a specialist wizards desperatly needs, to get the ball rolling back in their favour. And, to clarify, a BAB of 4 means that you can't have access until at least 5th. You have to meet all pre-requisites before you can select a Prestige Class. And to clarify for you, I said "Qualify", I did not say I could take the PrC at 4th level. The point is most PrC's require you to to be at least 5th level, before you can enter the PrC upon reaching 6th. But thanks for stating the obvious. |
| MerrikCale06-03-07, 03:52 PM | I am not a PrC developer, in fact this was my first shot at it. What do you suggest I do "to fix"? I'm open to anything |
| Red_Wizard06-03-07, 06:32 PM | First, I wasn't meaning in anyway to come accross as demeaning to the class, or you, simply offering up thoughts on the first impression of it :) My suggestions to fix it, would be to make the BAB +5 or +6 for entering the class, and give the Save progression a down grade to fighter, then test from there. Bringing it back up to the rangers save progression may later be an option if the class seems underpowered by then ;) |
| MerrikCale06-03-07, 09:17 PM | First, I wasn't meaning in anyway to come accross as demeaning to the class, or you, simply offering up thoughts on the first impression of it :) My suggestions to fix it, would be to make the BAB +5 or +6 for entering the class, and give the Save progression a down grade to fighter, then test from there. Bringing it back up to the rangers save progression may later be an option if the class seems underpowered by then ;) I'll think about that. Sounds reasonable. The fact is that I created the PrC for a specific role- that be a response by Selune church to recent machinations. I honestly do not do the PrC thing, and can use the help in making it work. No offense was ever taken. Do you feel the special abilities of the class are sufficient? |
| Red_Wizard06-03-07, 11:11 PM | I think with those changes, barring actual tests, it should be alright :) |
| MerrikCale06-09-07, 09:14 AM | OK. I went with your suggestions. Thanks |
| lulu394508-20-07, 09:59 AM | Merrik Cale, Id just like to say I think your above Class looks great! I love the mix of ideas and effort that has gone into it. I look forward to anything new you come up with! :D |
| MerrikCale08-20-07, 10:58 PM | thanks, Lulu |
| MerrikCale09-09-07, 11:13 PM | months later and I still find spelling errors |
| derekkohn09-13-07, 08:02 PM | i love the idea of this class. this opens up a great big door of story lines that i can use. i was stuck trying to think of new ideas for the group. this is great Merrikcale!! my thanks :bow: :bow: |
| MerrikCale09-13-07, 08:18 PM | i love the idea of this class. this opens up a great big door of story lines that i can use. i was stuck trying to think of new ideas for the group. this is great Merrikcale!! my thanks :bow: :bow: thanks for the very kind words |
| MerrikCale06-12-08, 10:42 PM | I felt like bumping this so sue me |
| Lord Karsus06-13-08, 12:13 AM | -I'll serve the papers tomorrow. -There are a couple of spells used by the clergy of Sehanine Moonbow I've updated from 2e that might be useful. Would you like them? |
| MerrikCale06-13-08, 09:48 AM | -I'll serve the papers tomorrow. -There are a couple of spells used by the clergy of Sehanine Moonbow I've updated from 2e that might be useful. Would you like them? why not |
| Lord Karsus06-13-08, 11:31 AM | Moon Blade Conjuration [Creation] Level: Cleric 3 (Sehanine Moonbow) (Selûne) Components: V, S Casting Time: One Standard Action Range: Personal Duration: One Round / Levels Saving Throw: Special Spell Resistance: No This spell creates a silent, weightless, translucent blade made of moonlight that projects four feet from the caster’s clenched fist. Because it projects from them, the blade cannot be dropped, fumbled, or stolen, and because the weapon is wraith-like, it cannot be damaged or destroyed. The Moon Blade is treated as a +4 weapon, for the purpose of bypassing damage reductions. The caster uses his/her unarmed attack bonus to strike with this magical weapon. To living beings, a successful hit deals 1d12+4 points of damage, and leaves no physical wounds. To Undead creatures, a successful hit deals 2d12+4 points of damage, and burns, boils and chars anything it touches. A successful hit temporarily scrambles magic, as well. Those that are struck and wounded cannot cast spells or conjure innate spell-like abilities for one round if they fail a Will save. Functioning spell effects, such as Mage Armor, do not disappear, but, instead, are temporarily suspended. The being struck by the Moon Blade cannot summon the powers of magical items during this time, either. Repeatedly being struck by a Moon Blade causes the individual being struck to make Will saving throws each turn. A Moon Blade vanishes if the caster is slain, the spell is dispelled, the spell’s duration expires, or if the caster casts a spell that involves somatic components, such as hand gestures. Only spells without somatic components, or still spells, can be cast without dispelling the Moon Blade spell. Moonbow Conjuration [Creation] Level: Cleric 4 (Sehanine Moonbow) Components: V, S, M Casting Time: One Standard Action Range: Personal Duration: One Round / Two Levels Saving Throw: None Spell Resistance: No This spell creates a crystalline bow the size of a long or short bow, depending on the preference of the caster. A thin beam of silvery light serves as the bowstring. When drawn back, a silver, spectral arrow appears in the proper knocked position. When fired, each arrow leaves a trail of Motes of Moonlight, which last 1d4+1 Rounds. These Motes of Moonlight follow the path of flight of the loosed arrow. At most, the caster may fire two arrows per round, depending on his or her Base Attack Bonus. When an arrow is shot, regardless of whether it hits its intended target or not, it fades into a silvery radiance that lingers in the immediate area for 1d4+1 Rounds, before completely dissipating. The bow itself disappears similarly when the spell ends. The effects of these arrows differ, depending on the target. If shot into an area of magical darkness, the darkness is dispelled. If shot into a living creature, the bolt delivers 7d4 points of damage, due to pure energy from the Positive Energy Plane. Undead fueled by negative energy from the Negative Energy Plane, as well as natives to that plane, receive 14d4 points of damage, and are highlight in Faerie Fire. Undead fueled by positive energy, such as Mummies, Undead fueled by an alternate source, such as Baelnorn, and natives to the Positive Energy Plane only take 7d4 points of damage if struck by a bolt. Material Components: Holy Symbol, and a silk thread coated in dew gathered underneath a full moon Moonbridge Conjuration [Creation] Level: Cleric 4 (Sehanine Moonbow) Components: V, S, M Casting Time: One Standard Action Range: 120 Yards Duration: One Round / Two Levels Saving Throw: None Spell Resistance: No This spell bends and manipulates shafts of moonlight (magical or natural) into a translucent bridge capable of supporting individuals. At most, a Moonbridge is three feet wide, but during the initial casting, the width can be diminished to at least a foot. A Moonbridge must be at least 20 yards long, but can be no more than 120 yards long. The caster decides on the length at the time of the initial casting as well. Once the width and length are declared, they cannot be altered. When the spell ends, or when the moonlight source is obscured or extinguished, the bridge immediately fades away, causing those on it to fall. Only beings of a good alignment can walk on a Moonbridge. Those with evil alignments find the bridge as insubstantial as normal moonlight. Those with neutral alignments can walk on Moonbridges, but only if they keep in direct physical contact with the original caster, or form part of a chain, with one end in direct physical contact with the original caster. Otherwise, they find Moonbridges insubstantial as well. Material Components: Holy Symbol and a vial filled with holy water that has been bathed in the light of the full moon for six consecutive hours |
| MerrikCale06-15-08, 11:38 PM | Moon Blade Conjuration [Creation] Level: Cleric 3 (Sehanine Moonbow) (Selûne) Components: V, S Casting Time: One Standard Action Range: Personal Duration: One Round / Levels Saving Throw: Special Spell Resistance: No This spell creates a silent, weightless, translucent blade made of moonlight that projects four feet from the caster’s clenched fist. Because it projects from them, the blade cannot be dropped, fumbled, or stolen, and because the weapon is wraith-like, it cannot be damaged or destroyed. The Moon Blade is treated as a +4 weapon, for the purpose of bypassing damage reductions. The caster uses his/her unarmed attack bonus to strike with this magical weapon. To living beings, a successful hit deals 1d12+4 points of damage, and leaves no physical wounds. To Undead creatures, a successful hit deals 2d12+4 points of damage, and burns, boils and chars anything it touches. A successful hit temporarily scrambles magic, as well. Those that are struck and wounded cannot cast spells or conjure innate spell-like abilities for one round if they fail a Will save. Functioning spell effects, such as Mage Armor, do not disappear, but, instead, are temporarily suspended. The being struck by the Moon Blade cannot summon the powers of magical items during this time, either. Repeatedly being struck by a Moon Blade causes the individual being struck to make Will saving throws each turn. A Moon Blade vanishes if the caster is slain, the spell is dispelled, the spell’s duration expires, or if the caster casts a spell that involves somatic components, such as hand gestures. Only spells without somatic components, or still spells, can be cast without dispelling the Moon Blade spell. Moonbow Conjuration [Creation] Level: Cleric 4 (Sehanine Moonbow) Components: V, S, M Casting Time: One Standard Action Range: Personal Duration: One Round / Two Levels Saving Throw: None Spell Resistance: No This spell creates a crystalline bow the size of a long or short bow, depending on the preference of the caster. A thin beam of silvery light serves as the bowstring. When drawn back, a silver, spectral arrow appears in the proper knocked position. When fired, each arrow leaves a trail of Motes of Moonlight, which last 1d4+1 Rounds. These Motes of Moonlight follow the path of flight of the loosed arrow. At most, the caster may fire two arrows per round, depending on his or her Base Attack Bonus. When an arrow is shot, regardless of whether it hits its intended target or not, it fades into a silvery radiance that lingers in the immediate area for 1d4+1 Rounds, before completely dissipating. The bow itself disappears similarly when the spell ends. The effects of these arrows differ, depending on the target. If shot into an area of magical darkness, the darkness is dispelled. If shot into a living creature, the bolt delivers 7d4 points of damage, due to pure energy from the Positive Energy Plane. Undead fueled by negative energy from the Negative Energy Plane, as well as natives to that plane, receive 14d4 points of damage, and are highlight in Faerie Fire. Undead fueled by positive energy, such as Mummies, Undead fueled by an alternate source, such as Baelnorn, and natives to the Positive Energy Plane only take 7d4 points of damage if struck by a bolt. Material Components: Holy Symbol, and a silk thread coated in dew gathered underneath a full moon Moonbridge Conjuration [Creation] Level: Cleric 4 (Sehanine Moonbow) Components: V, S, M Casting Time: One Standard Action Range: 120 Yards Duration: One Round / Two Levels Saving Throw: None Spell Resistance: No This spell bends and manipulates shafts of moonlight (magical or natural) into a translucent bridge capable of supporting individuals. At most, a Moonbridge is three feet wide, but during the initial casting, the width can be diminished to at least a foot. A Moonbridge must be at least 20 yards long, but can be no more than 120 yards long. The caster decides on the length at the time of the initial casting as well. Once the width and length are declared, they cannot be altered. When the spell ends, or when the moonlight source is obscured or extinguished, the bridge immediately fades away, causing those on it to fall. Only beings of a good alignment can walk on a Moonbridge. Those with evil alignments find the bridge as insubstantial as normal moonlight. Those with neutral alignments can walk on Moonbridges, but only if they keep in direct physical contact with the original caster, or form part of a chain, with one end in direct physical contact with the original caster. Otherwise, they find Moonbridges insubstantial as well. Material Components: Holy Symbol and a vial filled with holy water that has been bathed in the light of the full moon for six consecutive hours good stuff |
| Lord Karsus06-15-08, 11:42 PM | -I agree, if I don't say so myself. |
| MerrikCale06-23-08, 07:42 PM | -I agree, if I don't say so myself. who else will? |
| Lord Karsus06-23-08, 10:20 PM | -The next person who posts in this thread! |
| MerrikCale06-23-08, 10:22 PM | and who would that be? |
| Lord Karsus06-23-08, 10:23 PM | good stuff and who would that be? -Am I prophetic, or what? :D |
| MerrikCale06-23-08, 10:28 PM | -Am I prophetic, or what? :D It will be said that Lord Karsus is a great prophet |
| Lord Karsus06-23-08, 10:52 PM | -We probably all knew that, though. |
| MerrikCale08-05-08, 10:06 PM | at some point I will have to convert this to a Paragon Path I guess |
| Lord Karsus08-06-08, 12:11 AM | -Turning it into a PP, I see. -As a side note, I'll be moving this thread to the other section. |
| MerrikCale08-09-08, 11:57 PM | -Turning it into a PP, I see. insert Beavis and Butthead laugh here |