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.
"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.