Adept of The Moon 3.5 Class
Adept of The Moon 3.5 Class
Adept of The Moon 3.5 Class
There are two ways to ways to contract Lycanthropy, of the first; a Lycanthropes bite, most are
aware. This sudden change can be a confusing and traumatic time for all but the hardest of
minds. Uncontrolled transformations often come at inconvenient times leading to tragedy and
ending being killed or driven from their town or village.
Of the second form, less is known. Some rare Lycanthropes are able to find a way to lead a
relatively normal life and sire future generations. Passed down t generations the curse can skip
generations. Cropping up many years later, normally at puberty, these descendants may have no
idea what's happening to them at first. Soon they realise that it's not safe to remain in their
hometown and leave or else are driven out too.
Either way these newly found Lycanthropes find themselves scared, alone and with no idea what
the future holds for them. Some try to blend into society but find themselves keeping to
themselves and a very secretive, insular life. Others look to embrace their new life, looking to
learn to control it and tap their new found power. It's these second group that find a kindred spirit
in other adventurers.
Adventure: Some find the life of an adventurer suits the drifting lifestyle they have had to adopt,
forever moving on when the townsfolk start to get suspicious or find out, ever trying to evade the
hunters. Others just look to it as a way to make a living, making the most out of the skills they
have. Adventuring to gain skills and going to come across others like them, or at the very least
knowledge that can help them control the beast within.
Characteristics: Generally secretive individuals with a deep melancholy, though generally they
do express some features of their animal form. With so many animal forms this differs from one
Lycanthrope to the next. Were-bears are generally hirsute, tall and well built, though on the gruff
side. While a Werewolf may be swift, cunning and agile.
As a Lycanthrope can be from any walk of life you can find examples of all alignments, though
being outsiders as they are, only rarely will you find Lawful aligned Lycanthropes.
Religion: Most Souls of the Lycanthrope have a quiet view over gods, those that worship gods
aren't that willing to tell people about it keeping it to themselves unless asked by a person they
trust, most Adepts of the Moon who worship choose nature rather than gods finding that nature is
more in-tune to themselves and their affliction. Constantly on the run among the rustle of the
leaves find a sense of peace and connection to the land.
Background: A life on the run from discovery and the hunters can lead to self-sufficient
characters.
Making an Adept Of The Moon[edit]
Abilities: Depending on the animalistic side of the Adept of the Moon different abilities may
suit, Wisdom will power the Lycanthrope's Affliction Control and the Control Shape skill.
Strength and Constitution are important for a Were-bear Adept of the Moon who prefer fighting
skills while, Dexterity can replace Strength if for the Were-Panther who prefer stealth, lastly
Intelligence is good for Were-Foxes and Were-Eagles who need it for skills and spells.
Races: Any Humanoid or Giant, any humanoid or giant race can be infected by Lycanthropy, as
such all of those races have the potential to be Adepts of the Moon.
Alignment: Any: Since the affliction doesn't directly affect the person's alignment, anyone of
any alignment can be an Adept of the Moon.
Starting Gold: 6d6*5gp+50gp
Starting Age: Moderate
Table: Adept Of The Moon
Hit Die: d10 Were-Bear/Wolf/Panther, d6 Were-Fox/Eagle
S
av
in
g
Base T
Lev Attack hr
el Bonus o Special
w
F RW
or ef
t ill
+ + + Lycanthropy Control (Lesser), Mind and Soul, Bonus Feat 1
1st +1 2 2 0
+ ++
2nd +2 3 3 0
+ ++
3rd +3 3 3 1
+ + + Animal Companion
4th +4 4 4 1
+ + + Bonus Feat 2
5th +5 4 4 1
+ + + Natural Form Speaking
6th +6/+1 5 5 2
+ + + Woodland Stride
7th +7/+2 5 5 2
+ + + Force Form
8th +8/+3 6 6 2
+ ++
9th +9/+4 6 6 3
10t +10/+5 + + + Lycanthropy Control (Greater), Affliction Control, Bonus Feat 3
h 7 7 3
11t +11/+6/ + + +
h +1 7 7 3
12t +12/+7/ + + + Bonus Feat 4
h +2 8 8 4
13t +13/+8/ + + + Improved Force Form
h +3 8 8 4
14t +14/+9/ + + +
h +4 9 9 4
15t +15/+10 + + + Bonus Feat 5
h /+5 9 9 5
16t +16/+11/ + + +
h +6/+1 10 10 5 Distorted Soul
17t +17/+12 + + +
h /+7/+2 10 10 5 Bonus Feat 6
18t +18/+13 + + +
h /+8/+3 11 11 6 Mastered Force Form
19t +19/+14 + + +
h /+9/+4 11 11 6
20t +20/+15 + + +
h /+10/+5 12 12 6 Scion of Lycanthropy, Bonus Feat 7, Bonus Feat 8
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Class Features[edit]
All of the following are class features of the Adepts Of The Moon.
Weapon and Armor Proficiency: Simple weapons and Light armor but not Shields.
Rage(Ex): Work exactly like Barbarian but only in Lycanthrope Form.
Lycanthropy Control (Lesser)(Su): The Character is now afflicted with Lycanthropy (type:
Afflicted) of an animal of the following list; Grizzly Bear, Brown Bear, Wolf, Panther, Fox,
Eagle.
you will also be aware of this and therefore be able to attempt to change forms, control yourself
in other forms and train in and use Control Shape, ..
The character may or may not be aware of their condition at this stage, only that they have
“blackouts”, depending on the character’s back story. Suffice to say they are not yet in command
of their abilities. Often changing against their will and loosing all control. Once aware, the
character will be able to train in and use Control Shape though with the below changes in
addition. The character has the Level Adjustment of an Afflicted Lycanthrope... (refer to
Lycanthrope).
See below for a table of events that trigger transformation and their modifiers on a base DC of
20. When succumbing to a change the PC need do nothing but let events take course. Initiating a
change however requires a will check plus the modifiers below (they work in their favour) to
beat a DC of 20. Preventing a change also requires a base DC 20 Will check but this time the
modifiers increase the DC making it harder to withstand a full moon for example.
Table: Adept Of The Moon Change Form mods -Base DC 20
Modifiers
situation
Trigger Save? Mod
Below half HP Y +5
Full Moon Y +10
Night Time N +2
(Mods stack)
At this stage you are not in control in you animal form. You will try to attack the closet target
regardless of alliance with tooth and claw. The DM may want to pick your actions for you. A
Will save DC 15 does negate the desire and you get to choose your action (this round).
Mind and Soul: You are immune of any alignment changes that might occur from changing
forms both voluntary and involuntarily.
Animal Companion: At 4th level, a Soul of the Lycanthrope gains an animal companion of the
type of Lycanthrope you are, This animal is a loyal companion that accompanies the Soul of the
Lycanthrope on your adventures as appropriate for its kind...
This ability functions like the druid ability of the same name, except that the Soul of the
Lycanthrope's effective druid level is 3x his Soul of the Lycanthrope level...
Woodland Stride(Ex): Starting at 7th level, a Soul of the Lycanthrope may move through any
sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his
normal speed and without taking damage or suffering any other impairment...
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to
impede motion still affect him...
Force Form: You can change forms as a Move Action if you pass a 30 DC Control Shape check,
if you fail the check it's a Standard Action...
Lycanthropy Control (Greater)(Su): The Character is now suffering from Lycanthropy (type:
Natural) of the animal you chose, you are now under full control of your forms (you don't need
to use Control Shape checks to change), your Level Adjustment is now one of a Natural
Lycanthrope not an Afflicted... (refer to SRD:Lycanthrope)
Affliction Control (Su): You can choose to prevent spreading Lycanthropy with your bite for
one round per Wisdom modifier (minimum 1 round) by passing a 20 DC Control Shape check as
a swift action, you can only use this once every 1d4 rounds...
Improved Force Form (Su): You can change forms as a Swift Action if you pass a 40 DC
Control Shape check, if you fail the check it's a Move Action...
This replaces Force Form...
Distorted Soul (Ex): Your base form now has two claw attacks and a bite attack as natural
weapons if you don't have them already, these claws and fangs can be retracted from sight and
back again as a Swift Action...
Mastered Force Form (Su): You can change forms as a Free Action if you pass a 40 DC
Control Shape check, if you fail the check it's a Move Action...
This replaces Improved Force Form.
Distorted Soul (Ex): Your base form now has two claw attacks and a bite attack as natural
weapons if you don't have them already, these claws and fangs can be retracted from sight and
back again as a Swift Action...
Mastered Force Form (Su): You can change forms as a Free Action if you pass a 40 DC
Control Shape check, if you fail the check it's a Move Action...
This replaces Improved Force Form...
Scion of Lycanthropy (Su): You have become more powerful and in control of yourself than
even the most powerful Natural Lycanthropes could ever dream of, you are now a mythical
Supernatural Lycanthrope...
You are the same as a Natural Lycanthrope except for the following...
You have a +3 to Wisdom instead of +2...
You now have +3 Natural Armor bonus in all forms instead of +2...
You now have +3 Natural Armor bonus in all forms instead of +2...
Your Damage Reduction is now 15/silver in Animal and Hybrid Forms...
Your Base Form gains a Damage Reduction of 5/silver...
Your Hybrid Form's Bite and Claw attacks do damage as if they were one Size Category larger
than normal.
Bonus Feats: At levels 1, 5, 10, 12, 15, 17, 20 the Adept Of The Moon gains a bonus feat from
the table below dependant on the base creature.
Table: Adept Of The Moon Bonus Feats
Were-
Animal
Bonus Variant
number Were- Were- Were
Bear(Grizzl Bear(Bro Were-Wolf Were-Panther Were-Fox -
y) wn) Eagle
1st Lycanthrope Bull Rush Trip Sneak attack + Druid spells —
Bonus Rage 1/day 1d6, Trapfinding (Human form)
Feat
2nd Lycanthrope Power Natural spell —
Bonus Improved Trip Shadow
Rage 2/day attack casting
Feat
3rd Lycanthrope Improved Drag em Down Sneak attack +2d6, —
Bonus —
Rage 3/day Bullrush Trapfinding +1
Feat
4th Greater Reckless
Bonus Master trip Pounce — —
Rage offence
Feat
5th Lycanthrope Trample Sneak attack +3d6, —
Bonus Rage 4/day (Bear Arterial Strike —
Trapfinding +2
Feat form)
6th Tireless Mighty Savage Critical
Bonus death blow (claws & bite) Death attack — —
Rage
Feat
7th
Bonus — — — — — —
Feat
8th
Bonus — — — — — —
Feat
Spells: Adepts Of The Moon choose their spells from the Druid list. Spell DCs are 10 + DC class
level + Wisdom modifier.
Table: Adept Of The Moon (Werefox only) Spells Known
Sp
ells
Kn
Level ow
n
0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 3 1 — — — — — — — —
2nd 4 2 — — — — — — — —
3rd 4 2 2 — — — — — — —
4th 5 3 2 — — — — — — —
5th 5 3 2 1 — — — — — —
6th 5 3 3 2 — — — — — —
7th 6 4 3 2 1 — — — — —
8th 6 4 3 3 2 — — — — —
9th 6 4 4 3 2 1 — — — —
10th 6 4 4 3 3 2 — — — —
11th 6 5 4 4 3 2 1 — — —
12th 6 5 4 4 3 3 2 — — —
13th 6 5 5 4 4 3 2 1 — —
14th 6 5 5 4 4 3 3 2 — —
15th 6 5 5 5 4 4 3 2 1 —
16th 6 5 5 5 4 4 3 3 2 —
17th 6 5 5 5 5 4 4 3 2 1
18th 6 5 5 5 5 4 4 3 3 2
19th 6 5 5 5 5 5 4 4 3 3
20th 6 5 5 5 5 5 4 4 4 4
<-extraordinary class feature-> (Ex): <-class feature game rule information->
<-psi-like class feature-> (Ps): <-class feature game rule information->
<-spell-like class feature-> (Sp): <-class feature game rule information->
<-supernatural class feature-> (Su): <-class feature game rule information->
<-class feature->: <-class feature game rule information->
<-subclass feature -> <-"(Ex)", "(Su)", "(Sp)", or "(Ps)" if applicable.->: <-subclass feature
game rule information->
<-Lather, rinse...->
<-... repeat as necessary.->
Ex-Adepts Of The Moon[edit]
If an Adept Of The Moon is cured of Lycanthropy then they automatically loose all skills and
powers gained from the class. If they contract Lycanthropy again they regain those lost abilities.
Epic <-class name->[" href="/w/index.php?
title=Adept_Of_The_Moon_(3.5e_Class)&action=edit§ion=5"edit]
Table: The Epic <-class name->
Hit Die: d<-Die size for Hit Die->
Lev Special
el
21st <-any improvements to class features gained at this level, including any bonus feats->
22n <-any improvements to class features gained at this level, including any bonus feats->
d
23r <-any improvements to class features gained at this level, including any bonus feats->
d
24th <-any improvements to class features gained at this level, including any bonus feats->
25th <-any improvements to class features gained at this level, including any bonus feats->
26th <-any improvements to class features gained at this level, including any bonus feats->
27th <-any improvements to class features gained at this level, including any bonus feats->
28th <-any improvements to class features gained at this level, including any bonus feats->
29th <-any improvements to class features gained at this level, including any bonus feats->
30th <-any improvements to class features gained at this level, including any bonus feats->
<-
num
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of
skill
poin
ts->
+
Int
mod
ifier
skill
poin
ts
per
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<-existing class feature->: <-how this class feature increases or accumulates at epic levels->
<-another existing class feature->: <-how this class feature increases or accumulates at epic
levels->
<-Lather, rinse...->
<-... repeat.->
Bonus Feats: The epic <-class name-> gains a bonus feat (selected from the list of epic <-class
name-> bonus feats) every <-number of feats per level-> levels after 20th.
Epic <-class name-> Bonus Feat List: <-list of bonus epic feats->.
<-Sample race of your choice-> <-class name-> Starting Package[ Starting Package"
href="/w/index.php?
title=Adept_Of_The_Moon_(3.5e_Class)&action=edit§ion=6"edit]
Weapons: <-Weapon selection for starting at 1st level with this class.->.
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill Ranks Ability Armor
Check
Penalty
<-Skill <-4 for class skills and 2 for <-Abbreviated <-armor check penalty based on starting
name-> cross-class skills-> key ability-> armor. If inapplicable put "—"->
<-armor check penalty based on starting
<-Skill <-4 for class skills and 2 for <-Abbreviated armor. If inapplicable put "—"->
name-> cross-class skills-> key ability-> <-copy and paste the rows as necessary.-
>
Feat: <-1st-level feat selection->.
Bonus Feats: <-1st-level feat bonus feats due to class or sample race. remove this section if this
sample doesn't get any bonus feats at 1st level. ->.
Gear: <-Starting armor and other equipment outside of weapons.->.
Gold: <-Starting gold using this package.->.
Campaign Information[edit]
Playing an Adept Of The Moon[edit]
Religion: Adepts Of The Moon carry their belief systems dependant on who they worshiped
before the curse, some turn toward nature based religions, while others may turn away from
region entirely. Feeling that their God shunned them, allowing the curse to be placed on them or
even worse that their God was implicit in the cursing those that remain religious have a hard time
balancing those two facets.
Other Classes: Typically Adepts Of The Moon stay away from society, surviving by themselves,
though sometimes they look to adventuring as a way to learn, grow and outrun the hunters. Other
classes either don't know about their background or view them with suspicion until they have
proven their worth and intentions. Clerics and Paladins take a great deal of convincing before
placing their trust in such individuals.
Combat: This differs greatly depending on the Lycanthropes animal side.
Advancement: <-Typical advancement options for characters with this class. Include desirable
multiclass options->.
Adepts of the Moon in the World[edit]
I must learn to control this affliction, only then can I be the Master of my ”
“ own destiny. Then I will take the fight to the Hunters!
—Ragnar
Bearshield
, Human
Werebear
Adept of
the Moon
<-Where characters of this class fit in a d20 world.->
Daily Life: On an average day the Adep may seem no different to any other adventurer. Perhaps
they have a tendency to eat their meat bloody... Generally they will keep themselves to
themselves when it comes to personal matters. They are a practical people, good at surviving in
the wilderness and will often become the designated hunters of the group.
Notables: Members of this class often look to hide their true identity and therefore not many rise
in fame or notoritiety. There are rumours of powerful Lycanthropes stalking the night, though
how much is fact and how much is fiction few actually know.
Organizations: Adepts of the Moon are often loners, wondering the realm looking for answers
and as such do not form organisations. Though occasionally a master Adept of the Moon may
find another with the affliction of Lycanthropy and take them on as an Aprentice.
NPC Reactions: NPCs that do not know the Adepts true identity treat them completely
normally, though they may be at odds with their gruff demeanour. If they were to find out, they
would be affraid and/or react negatively to them. Such as not serving them, kicking them out of
the inn, at the lower scale all the way up to driving them out of town and/or contacting the
Lycanthope-hunters.
Adept Of The Moon Lore[edit]
Characters with ranks in Knowledge: Nature can research Adepts of the Moon to learn more
about them. When a character makes a skill check, read or paraphrase the following, including
information from lower DCs.
Knowledge: Nature
D Result
C
5 Evil beasts best avoided or killed if you can.
10 ILycanthropes
hear an order of Palidins is looking to annihilate them and the curse. They use silver, a
weakness for their weapons.
15 The order is called The Order of High noon. They pay well for any information and are based
in [name of big town/city], their current master is called [name of master of the order].
They are an often mistaken group, they didn't mean to contract the curse. They have suffered
20 enough in their lifetimes and are just looking to make the best out of a bad situation. If you
want to find one, they are more often than not outside of town in remote cottages and
woodland cabins.