D&D 3e (3.0/3.5) Rules
Note: This prestige class is meant to be used in campaigns based in Taladas.
Moon-Thieves are specially trained members of the Silvaneas Elf society. They combine the arcane arts with stealth tactics in order to complete tasks otherwise considered dangerous or impossible by many others. They tend to spend most of their lives in the shadows. Constantly on the go doing various missions by order of the Voice of the Stars.
Moon-Thieves draw their magics mostly from Lunis but can draw from Solis and Nuvis as well. They have an understanding of all magics, even dark magics such as necromancy. To the Silvaneas, necromancy was a forbidden art, and had been since before the First Destruction. The use of magic to control the dead, like that used by the Thenolite church was considered profane and punishable by permanent exile. Moon-Thieves, however, are trained in all forms of magic, even the dark forms, knowing that dire strategies or tactics are sometimes necessary to complete a mission.
Race: Elf or half-elf
The Moon-Thief's class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex). See Chapter 4 of the Player's Handbook for skill descriptions.
Skill Points at Each Level: 4 + Int Modifier.
All of the following are class features of the moon-thief prestige class.
Weapons and Armor Proficiency: The Moon-Thief gains no new proficiency with any weapon or armor.
Spells per Day: When a new moon-thief level is gained, the character gains new spells per day as if she has gained a level in a spellcasting class he belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a moon-thief, he must decide to which class he adds the new level for purposes of determining spells per day.
Basically you gain +1 level of existing arcane spellcasting class every level.
Moon Magic: This is the same ability given to the Wizards of High Sorcery. Rules can be found in the Towers of High Sorcery sourcebook.
Shadow Reach: Beginning at 3rd level, once per day the moon-thief can declare one touch spell he casts to be used as a ranged touch spell (the target can be no more than 30 feet away in order to use this ability and caster must have line of sight). The moon-thief can use this ability twice per day at level 6, and three times per day at level 9.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 at level 4, +2d6 at level 6 and +3d6 at level 8. If the moon-thief gets a sneak attack bonus from another source (such as rogue), the bonuses on damage stack.
Devotion to the Moons: By showing a devotion to magic and the moons, the moon-thief upon reaching level 10, from here on gains a permanent +1 caster level and +1 spell save DC of the same school of magic that she has taken the Spell Focus feat for. This bonus stacks with the bonuses granted by the Moon Magic ability.
Shadow Reach Master: Upon reaching level 10, the character learns to master casting spells that normally have a range of touch up to at least 30 feet away. From here on the caster can cast any spells, from which the character has taken the Spell Focus feat, with a permanent modifier of a 30ft ranged touch. The character can cast the spell anywhere from actual range of touch, up to 30 ft away.
Note: This prestige class will be updated as more information is revealed about the moon-thieves.
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