
Darkmoons are the chosen servants of Marrok, dedicated to his worship. They are beings of iron devotion, though that devotion is just as twisted and perverse as the foul god they serve. Their goals vary greatly between them, with some seeking to spread the worship of Marrok through the slow corruption of other faiths, and others who seek little else than the deaths of their rivals. Many darkmoons associate with intelligent undead, serving as both fanatical masters and loyal minions with equal frequency. The only real consistency to their behaviors is their undying devotion to their cold, merciless god.Darkmoons are cruel and intelligent, and they do not fear abandoning their minions or employers to return and grind their enemies to dust at a later date. Honor is of no consequence to them. They do as they please, so long as it furthers their – and Marrok’s – power.
Clerics are the most common darkmoons, though a few fanatical rangers also adopt this class.
Hit Dice: d8
Requirements
In order to qualify to become a Darkmoon, a character must meet the following criteria.
Alignment: Neutral EvilPatron Deity: Marrok
Base Attack Bonus: +4
Skills: Bluff 4 ranks, Knowledge (religion) 4 ranks
Feats: God Touched, Powerful Animation
Spellcasting: Ability to cast 2nd level divine spells. Clerics who wish to become darkmoons must have access to the Death domain.
Class Skills
The Darkmoon’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
Skill Points at Each Level: 2 + Int modifier.
Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting 1 +0 +2 +0 +2 Death Spells, Fettered Soul - 2 +1 +3 +0 +3 Eye of Marrok, Death Savant +1 caster level 3 +2 +3 +1 +3 Reaper of Souls - 4 +3 +4 +1 +4 Interrogate the Fallen +1 caster level 5 +3 +4 +1 +4 Death’s Gaze - 6 +4 +5 +2 +5 Curse of the Revenancer +1 caster level 7 +5 +5 +2 +5 Zone of Desecration - 8 +6 +6 +2 +6 Death’s Sight +1 caster level 9 +6 +6 +3 +6 Minions of Marrok - 10 +7 +7 +3 +7 Spurn the Grave +1 caster level
Class Features
All of the following are class features of the Darkmoon prestige class.
Weapon and Armor Proficiency: Darkmoons are proficient with all simple weapons, all types of armor, and with shields. They are especially fond of using sickles, their deity’s favored weapon, which they refer to as the “Moon’s Grin”.
Spellcasting: A darkmoon continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if she had also gained a level in whatever divine spellcasting class she belonged to prior to adding this prestige class. She does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).
Death Spells: A darkmoon can pray for and receive any Death domain spell as if it were on her divine spell list. The spell uses a spell slot of a level equal to its level in the Death domain list.
Fettered Soul (Su): Marrok rarely claims the souls of his loyal followers, prefering that they remain in the mortal world to do his bidding. As a darkmoon becomes more powerful, her soul anchors itself in her physical body, resulting in a powerful resistance to attacks that damage her soul. She receives a +4 bonus on all saving throws to resist spells or effects that damage her soul or affect her soul, as well as against the energy draining effects of certain undead and spells.
Eye of Marrok (Ex): Upon reaching 2nd level, one of the darkmoon’s eyes withers, and the socket begins to glow with a fell light. She gains darkvision to a range of 60 feet, or extends her current darkvision an additional 60 feet, if she already possesses the ability. The darkmoon’s eye can be restored through the use of spells such as regeneration, but doing so renders the Eye of Marrok, Death’s Gaze, and Death’s Sight abilities nonfunctional until the eye is once more destroyed.
Death Savant (Su): A darkmoon is proficient in manipulating negative energy and controlling undead. Her darkmoon levels stack with her cleric levels for the purposes of controlling undead and the death touch granted power. If the darkmoon did not possess the death touch ability or the ability to control undead, she gains those abilities, as if she were a cleric of a level equal to his class level.
Reaper of Souls (Sp): A 3rd level darkmoon gains the ability to devour the souls of the fallen, increasing her power greatly. She may use death knell at will, as a spell-like ability, as if cast by a sorcerer of her class level. Each time she uses this ability, the darkmoon heals an additional number of hit points equal to the corpse’s Hit Dice.
Interrogate the Fallen (Sp): Through the grace of her dark god, a darkmoon of at least 4th level or higher is able to speak with the corpses of the fallen, wrenching knowledge from their rotting lips. Treat this ability as a speak with dead spell cast by a cleric of the darkmoon’s character level, usable at will.
Death’s Gaze (Su): A 5th level darkmoon is able to call upon the vision of the dead, gaining a constant deathwatch ability. The darkmoon may activate or deactivate this ability as a free action.
Curse of the Revenancer (Su): Any creature slain by a darkmoon of 6th level or higher, regardless of whether it is slain by her melee attacks or by spells she casts, immediately rises as a zombie under her control.
Zone of Desecration (Su): At 7th level, the darkmoon is continually surrounded by a 20-foot radius aura of negative energy. The effect is otherwise identical to that of a desecrate spell.
Death’s Sight (Su): At 8th level, a darkmoon is able to draw more fully upon the vision of the dead, and gains the ability to see through the eyes of any undead she controls. She may switch between undead she controls as a move action. While using this ability, the darkmoon is unable to see normally, though her other senses are unaffected. Activating or deactivating this ability is a standard action, but requires no concentration during following rounds.
Minions of Marrok (Su): Once per day as a standard action, a 9th level darkmoon can summon one shadow per darkmoon level to do her bidding for one round per class level. Any shadows created by these shadows are placed under the control of the darkmoon, but vanish along with the original when the duration expires. The darkmoon is able to verbally communicate with the shadows as if she knew their language.
Spurn the Grave (Su): Marrok rarely allows a favored servant to depart the realm of the living. Once a darkmoon reaches 10th level, death becomes little more than an inconvenience. Should she die at any time, for any reason, she awakens 24 hours later, as if she had been the target of a raise dead spell. If her body has been destroyed or damaged to the point where a raise dead spell would be ineffective, she receives the benefits of a true resurrection spell instead. In this case, the darkmoon reforms in the nearest temple to Marrok.
Ex-Darkmoon
A darkmoon who willingly changes alignment or who ceases the worship of Marrok immediately loses all benefits of this class. In addition, any undead the darkmoon encounters, even unintelligent undead, are treated as hostile, attacking her regardless of their master’s commands. She regains his abilities and advancement potential if he atones for her actions (see the atonement spell on page 201 of the Player’s Handbook).
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