Dark Moon Zealot:Becoming a Dark Moon Zealot:The Dark Moon only accepts as Zealots worshippers who have already studied both it's powers and being lethal but stealthy killers even without it's aid.
Requirements:Base Attack Bonus: +4
Skills: Knowledge (Religion) 4, Hide 6, Move Silently 6
Special: Sneak Attack +2d6 and must be a member of the Dark Moon Cult
Base Attack Bonus: Average BAB
Saves: Good Reflex; Poor Will and Fortitude
Hit Die: d6
Class Skills: Rogue + Know(religion) .
Skill Points at Each Level: 8+Int modifier.
BAB Fort Ref Will Abilities
1. +0 +0 +2 +0 Sneak Attack, Hidden Moonlight
2. +1 +0 +3 +0 Evasion, Moonlight Dancing
3. +2 +1 +3 +1 Lunar Sight, Light Sensitivity
4. +3 +1 +4 +1 Blood of the Dark Moon, Black Blood Spittle
5. +3 +1 +4 +1 Sudden Eclipse, Moonlight Jumping
6. +4 +2 +5 +2 Bring the Dark Moon, Light Weakness
7. +5 +2 +5 +2 Fury of the Dark Moon
8. +6 +2 +6 +2 Dark Sight, Light Blindness
9. +6 +3 +6 +3 Blessing of the Dark Moon, Bile of the Dark Moon
10.+7 +3 +7 +3 Truth Unseen
Class Features:[spoiler]
Weapon and Armor Proficiencies: None added
Sneak Attack: As Rogue
Hidden Moonlight:The first thing a Dark Moon Zealot learns is how to hide as the moon does. Starting at 1st level, a Dark Moon Cultist can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of moonlight (including new ['dark'] moon), a Dark Moon Cultist can hide himself from view in the open without anything to actually hide behind.
Evasion: At 2nd level and higher, a Dark Moon Zealot can slip into the dark places to avoid even magical and unusual attacks with great agility. He gains Evasion as a Rogue, or, if he already has Evasion from that or another class, he instead gains Improved Evasion.
Moonlight Dancing: At 2nd level, as long the Dark Moon Zealot is in moonlight, he gains a deflection bonus to AC equal to his Int score. Additionally, when in new ['dark'] moonlight, all attacks against him suffer a miss chance of 5% per class level.
Lunar Sight: At 3rd level, a Dark Moon Cultist begins to adept to the darkness he draws power from, making him more comfortable within it. In moonlight (including new ['dark'] moon), he sees as if in daylight.
Light Sensitivity: At 3rd level, a Dark Moon Cultist begins to adept to the darkness he draws power from, making him less comfortable in the light. He is dazzled whenever in sunlight or another strong light source.
Blood of the Dark Moon: At 4th level, the Dark Moon Zealot's blood becomes forever tainted by the rituals the Cultists perform on him, turning black and tarry. He adds his Int bonus to Fort saves, and gains Fast Heal 1 when in moonlight, which increases to FH 4 when in light from the new ('dark') moon.
Black Blood Spittle:Sudden Eclipse: At 5th level, the Zealot learns to fade completely into the moonlight with a simple thought. He can cast Swift Invisibility a number of time per encounter equal to his class levels, but only when in moonlight.
Moonlight Jumping: At 5th level, a Dark Moon Zealot gains the ability to, at will as a standard action, travel between pools of moonlight as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some moonlight. The Zealot can jump without exposing himself at either end, making one Hide check as part of the standard action and applying it to everyone on each end of the jump that might see him.
Bring the Dark Moon: At 6th level, the Zealot learns to call upon the Dark Moon's power even when it is not already present. He can cast Deeper Darkness, treating it as a spell with a range of close instead of touch, as a swift action 1/encounter, and the spell does not hinder the caster's sight. The area of the spell counts as moonlight, but it only lasts for minutes/level, instead of days. At 10th level, he can use this ability 3/encounter and can also choose to use all 3 uses at once to make the area created count as new ('dark') moonlight.
Light Weakness: At 6th level, a Dark Moon Cultist further adepts to the darkness he draws power from, making him less comfortable in the light. He is sickened whenever in sunlight or another strong light source.
Fury of the Dark Moon: At 7th level, the fury of the Dark Moon is turned toward the enemies of the Zealot. When the Zealot makes a sneak attack against an enemy, that enemy becomes blind for a number of round equal to the number of d6s in the sneak attack. A successful Will save (DC 15 + class level) halves the duration of the blindness.
Dark Sight: At 8th level, a Dark Moon Cultist further adepts to the darkness he draws power from. He gains Darkvision 120' and ignores all magical darkness.
Light Blindness: At 8th level, a Dark Moon Cultist further adepts to the darkness he draws power from, making him less comfortable in the light. He is blinded whenever in sunlight or another strong light source.
Blessing of the Dark Moon: At 9th level, the Zealot learns to tap into the Dark Moon's raw power when in it's presence. When in an area of new ('dark') moonlight, he gains +4 to hit and +1d6 sneak attack.
Black Bile: At 9th level, all of the Dark Moon Zealot's bodily fluids have become tainted by the rituals of the Cultists, turning them into a thick, sappy tar that doubles as a potent poison. This poison applies to all all the Zealot's natural weapons (including his spittle), affects anyone who attacks the Zealot with a natural weapon, can be harvested for later use, or applied quickly by the Zealot to manufactured weapons. Harvesting takes one minute and deals 10 points of damage for each 10 dose vial harvested and saved, while quick application is a free action but requires the Zealot to deal weapon damage to himself. The poison deals 1d4 Con and Wis for both initial and secondary damage with a Fort save at a DC of 10 + the Zealot's level + the Zealot's Con modifier. Additionally, the tarry nature of the fluids cause all bleeding wounds suffered by the Zealot to heal after 1 round, regardless of the amount of damage they cause.
Truth Unseen: At 10th level, the Zealot fades completely into the darkness and the moonlight. He is always treated as being under the affects of Greater Invisibility when in moonlight. In new ('dark') moonlight, this effect has all the benefits of the Superior Invisibility spell as well. Additionally, he can use his Sudden Eclipse even when not in moonlight.[/spoiler]
Playing a Dark Moon Zealot:[spoiler]
As a Dark Moon Zealot, you are one of the stealthy bulk of the Cult's power. If you have lived and grown strong, you are likely one of their trained assassins. You find joy in hunting the light that brings you such pain and in sharing that pain with those who normally do not feel it. The only acceptance you find is from your fellows in the Cult and the crime rings that hire you for your deathly skill.
Combat: Mobility and stealth are your keys to victory, and you have many ways to deny your opponents their sight and thus their defenses against you. Spreading out your attacks keeps the most enemies unable to see you and increases your ability to poison them, provided you are confident enough to draw your own blood.
Advancement: You advance by unlocking more secrets of the cult and it's power, either through simple learning or by treachery. As you grow more powerful, however, you will grow weaker when outside your element and your heights of power will be tied to the whims of the moon's phasing.[/spoiler]
Dark Moon Zealots in the World:Organization: Ties between individual sects of the Cult are loose, though there is supposedly an overreaching hierarchy of which most members are even unaware. Whether this is true or not, the Dark Moon Cult can often be found at the center of criminal activity, involvement with Wolves, and dark rituals.
NPC Reactions: NPCs will look upon you as disgusting at best, and a hardened criminal by association at worst, even with no proof of your deeds. It is best to keep your ties secret, even from the other Elemental Sects, as they consider you a greater enemy even than the established order.
Dark Moon Zealot Lore:[spoiler]
Characters with ranks in Knowledge (religion) or Knowledge (local) can research Dark Moon Cultists to learn more about them. When a character succeeds on a skill check, the following lore is revealed, including the information from lower DCs. Knowledge (local) checks reveal lore of one category lower.
DC 10:Dark Moon Zealots worship the absence of the moon and it's light, and somehow draw power from it.
DC 15: Dark Moon Zealots revel in darkness, and are weakened in light.
DC 20: Powerful Zealots can disappear entirely into moonlight and turn their blood into a dark poison.
DC 30: Characters who achieve this level of success can learn important details about a specific Dark Moon Zealot in the campaign, including the area he can be found, and what some of his other abilities are.[/spoiler][/spoiler]
Dark Moon Zealots in the Game:[spoiler]
Dark Moon Zealots as villains are likely following a Cultist as a group, but a single powerful one may be stalking the PCs on his own, either on behalf of an even more powerful Cultist or perhaps for his own aims. Whether found in a lair or hunting the PCs, they should use their mobility to their greatest advantage, playing with guerilla tactics and their special abilities to keep their opponents confused. As allies, they are likely scouts or contacts for a group of less morally inclined PCs.
Adapation: The Dark Moon Zealot could be adapted to focus on a separate affect, such as fire, creating areas of blinding heat and light and being able to disappear into desert terrain, but being weakened when not in such extreme conditions.[/spoiler]