Gaming and Fantasy

Blue Moon Shinobi

Forward

This is a custom class intended for the Dungeons and Dragons 3.5 system. In addition to the base class, there is a related list of prestige classes, feats, and an alternate base class designed with flavor over balance (see Variants below). Unfortunately these materials were stored on a third party forum (Wizards of the Coast) that is now defunct, and only the base class remains until I can rewrite them. Lesson learned!

The concept of the Blue Moon Shinobi is actually a reverse engineering of a decade plus old character (Valis Yuan) that was essentially a multi class disaster in need of simplifying while retaining flavor/functionality. It is not intended to represent a historically accurate ninja of any kind, nor serve as a reference to culture, language, techniques, etc. in any form. Real Ninjutsu such as it is remains a highly controversial subject and it is not the point of the Blue Moon Shinobi to solve or even participate in such a debate. Whatever may true or not true about “real” ninja, this is fantasy folks, and it is intended as such. Moving on…

Flavor Overview

The Blue Moon are a clan of ninja who have moved into “western” lands and adopted various western methods, weapons, and tactics into their own system of techniques. In other words, this class is not intended for an Oriental Adventures campaign (which I have never played or have source material for) nor is it intended or even advisable to play a Blue Moon as someone who hails from the “orient”. Doing so is perfectly fine; just keep in mind the actual intent of the Blue Moon is for play in a typical medieval European fantasy setting.

Variants

The Blue Moon Shinobi class represents the basic skill set of an individual within the Blue Moon clan. Many subsets, variants, and specialties exist.

  • Blue Moon Strider (PrC) (Coming Soon) – Blazing fast master of mobility and travel.
  • Blue Moon Sniper (PrC) (Coming Soon) – Ranged opportunist, neutralization, and assassination expert.
  • Blue Moon Emitter (Variant) (Coming Soon) – A focused caster who trades some overall arcane expertise for the ability to cast spontaneously and with greater potency.
  • Blue Moon Riaru (Variant) (Coming Soon) – The “True” Blue Moon Shinobi, with design caveats revolving entirely around class flavor. Perfect for gestalt and high powered games or for character driven, self regulating players.

Feats

There are a number of custom feats representing various disciplines a Blue Moon Shinobi may specialize in, acquire, or perhaps relied on before his time as a shinobi. Coming soon.

Description

“Any fool may find shelter in a shadow. It is the way of the moon to stand unseen even in the brightest of days and reveal her true intentions when the night comes.”

From ice capped mountains to deep forest enclaves, bustling cites, and nearly anywhere in between exists an ancient, secretive cult known only as the Blue Moon. Whether established as a simple cutthroats or something more benign, they have since evolved to become a clandestine entity with actions and motives that remain unclear. It can be assumed their intent is the eventual subversion of all known civilizations, but that is merely conjecture. Even their existence is pure speculation, dismissed by most as a fearmongering rumor.

Whatever their goals may be, these terse individuals have taken the mysterious art of the shinobi to its very pinnacle by combining the best of eastern and western cultures. Employing unequaled subterfuge, the Blue Moon seamlessly integrate with society from common citizens to powerful figureheads, slowly and surely overcoming forces greater than their own with vulpine elegance. As a result it is impossible to determine where or what the Blue Moon call home, and those marked as enemies simply vanish. Perhaps kidnappings are how the Blue Moon bolster their numbers, but this, like all other information about the Blue Moon remains unverified.

The individual Blue Moon Shinobi is certainly not forthcoming with this information, much less their true identity. Each member is meticulously drilled to ensure the survival of the clan at the expense of all else, though individuality is encouraged to foster maximum effectiveness. Armed with a diverse assortment of skills the Blue Moon Shinobi is an expert task master and an ideal infiltrator. In a single mission a Blue Moon might travel alone through vast hinterlands, work their way into a grand ball as the guest of honor, clamber to rooftops unseen, assassinate the regional authority, and disguise themselves as a replacement. Should an assignment go bad the Blue Moon is fully capable of fighting their way out with swords, spells, or bare hands until the opportunity presents itself to melt away.

Role

”Accept only the best, then make them better.”

In combat the Blue Moon is a deadly skirmish fighter who can also hold their own toe to toe, at least in short duration. Highly versatile, they make perfect scouts, infiltrators, or assassins. The Blue Moon can also fill gaps within a party or provide an ideal escort for more singularly talented individuals. In general, the Blue Moon excels at finding a workable solution for every conceivable obstacle; they refuses to allow any one issue to interfere with the mission.

Alignment

”There is no good and evil, only achievement and failure.”

Blue Moon Shinobi may be any lawful alignment. To a Blue Moon on task, all that matters is the objective – moral semantics simply don’t exist. At heart an individual Blue Moon might be good, evil, or indifferent, but in action they remain supremely pragmatic. When not on assignment good Blue Moon agents may live as reliable farm hands, virtuous adventurers, or village protectors, while evil members might serve themselves as greedy barons, cunning thieves, or criminal overlords. Regardless, all of them drop any convictions when assigned a mission. Any Blue Moon who ceases to be lawful is no longer a Blue Moon Shinobi. See Ex Blue Moon for details.

Starting Gold

”Your stipend shall be small, so you may know value of this work.”

2d4*10

Starting Age

“Some have youth, others experience. For a hairs breath in time you possess both. Use them wisely.”

As Wizard

Hit Dice

“Break the sword or throw yourself upon it.”

d6

Class Skills

“You could know everything and it would never be enough. Get started.”

Skill List

Skill Ranks Per Level

6 + Int Modifier

Class Table

LevelAttack BonusFort SaveReflex
Save
Will SaveSpecialSpells lvl 1Spells lvl 2Spells lvl 3Spells lvl 4Spells lvl 5Spells lvl 6Spells lvl 7Spells lvl 8Spells lvl 9
1st+1+0+2+2Lunar Fist, Lunar Whispers, Lunar Crust
2nd+2+0+3+3Lunar Strike +1d631
3rd+3+1+3+3Endurance, Lunar Alacrity31
4th+4+1+4+4Lunar Traces (Steps)42
5th+5+1+4+4Lunar Stride42
6th+6/+1+2+5+5Lunar Strike +2d6421
7th+7/+2+2+5+5Lunar Prevarication421
8th+8/+3+2+6+6Lunar Phases, Lunar Serenity432
9th+9/+4+3+6+6Evasion432
10th+10/+5+3+7+7Lunar Strike +3d64321
11th+11/+6/+1+3+7+7Lunar Traces (Cognizance)4321
12th+12/+7/+2+4+8+8Lunar Shades4332
13th+13/+8/+3+4+8+8Self-Sufficient4332
14th+14/+9/+4+4+9+9Lunar Strike +4d644321
15th+15/+10/+5+5+9+9Improved Evasion44321
16th+16/+11/+6/+1+5+10+10Lunar Embrace44332
17th+17/+12/+7/+2+5+10+10Hide In Plain Sight44332
18th+18/+13/+8/+3+6+11+11Lunar Strike +5d6444331
19th+19/+14/+9/+4+6+11+11Lunar Blue444321
20th+20/+15/+10/+5+6+12+12Lunar Eclipse444322

Class Features

The class features of the Blue Moon Shinobi revolve around versatility, offense, and panache. You can be anyone, anywhere, anytime, and are always dangerous as you do so.

Note: Several features rely on intelligence, and the words “bonus” and “modifier” are used interchangeably. These are not typos. It is possible for some benefits (Such as the weapon pool or Lunar Crust) to be reduced or lost due to poor Intelligence.

Weapon and Armor Proficiency

”The Blue Moon arsenal is vast, but fields no weapon greater then a sharpened mind.”

Blue Moon Shinobi are proficient with all simple and martial weapons, light armor, and light shields. Alternatively, the Blue Moon may start with proficiency with simple weapons and light armor, then select a number of the following equal to 1 + Intelligence Modifier. The Blue Moon must still meet all prerequisites for a given proficiency.

  • Martial or Exotic Weapon
  • Armor Proficiency; Medium
  • Armor Proficiency; Heavy
  • Shield Proficiency
  • Tower Shield Proficiency

Typically a Blue Moon will train with melee and ranged weapons most often used in their area of operation to avoid attracting attention. Heavier armor is rarely beneficial to Blue Moon, but the ability to don it properly may be necessary for a disguise, so many Blue Moon learn to do so. Armor of any type interferes with a Blue Moon’s movements, which can cause spells with somatic components to fail.

Spells

”The energies of the word are an invaluable but fickle tool. Use them wisely.”

Blue Moon Shinobi study arcane magic in the same manor as Wizards, augmenting their physical and mental prowess with potent spells.

Beginning at 2nd level a Blue Moon may prepare and cast arcane spells as a Wizard ½ their Blue Moon Shinobi class level. The Blue Moon follows all standard rules governing Wizards including bonus spells, components, spell failure, spell books, acquiring new spells, and so on. Blue Moon Shinobi may not choose a specialty school and do not gain bonus metamagic feats or a familiar.

Lunar Crust (ex)

”One cannot stop the mighty river, but you can divert it.”

The Blue Moon is highly trained in actively parrying and evading incoming attacks. Add the Blue Moons’s Intelligence modifier plus ¼ his class level as an insight bonus to AC. The total bonus may not exceed the Blue Moon Shinobi’s class level.

These bonuses to AC apply even against touch attacks. The Blue Moon loses these bonuses when flat-footed, immobilized, or helpless. If the Blue Moon wears armor or wields a shield, subtract the total armor check penalty from their Lunar Crust AC bonus. It is possible to reduce Lunar Crust to 0 (no AC bonus) with an armor check penalty and/or poor Intelligence, but not below.

For example, a level 5 Blue Moon Shinobi has a dexterity bonus of 2, an intelligence bonus of 3, and wears a chain shirt. Calculate the Lunar Crust Bonus as follows:

The Blue Moon’s Lunar Crust bonus is 2, for a total Armor Bonus of 8, giving the Blue Moon an AC of 18.

Lunar Whispers

”No greater asset exists then information, the child of communication.”

Using a subtle system of code words, body language and gestures, Blue Moon can identify each another, communicate in secrecy, and coordinate with supreme efficiency. Blue Moon may pass messages via code words embedded in writing or verbal conversation. Communication is possible solely through body gestures, though participants must be able to observe one another. Like speaking normally, using Lunar Whispers is a free action within reasonable circumstances as determined by the DM. Lunar Whispers is only effective between Blue Moon.

Naturally, the Blue Moon guard this secret fiercely, and anyone found attempting to decipher a message is almost guaranteed a death mark, as would be any clan member teaching his code to a non Blue Moon.

Lunar Fist

“Your steel may one day not avail you. Be ready.”

As martial artists, Blue Moon recognize the superior efficiency of manufactured equipment and scoff at the concept of eschewing weaponry for honor or tradition. However, this doesn’t stop the Blue Moon from drilling its students in all forms of unarmed combat. After all, equipment is not always pragmatic or available. Aside from that, one’s own body is yet another available tool. Not making use of it is a waste of resources.

At 1st level, a Blue Moon Shinobi gains Improved Unarmed Strike as a bonus feat. In addition, the Blue Moon gains ¼ their class level as an insight bonus to damage when making unarmed strikes. The Blue Moon’s attacks may be with fist, elbows, knees, and feet. This means that a Blue Moon can make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a Blue Moon striking unarmed. The Blue Moon may thus apply their full Strength bonus on damage rolls for all unarmed strikes.

Outside of emergency applications, Blue Moon often use their unarmed fighting abilities to impersonate Monks or as additional offense in concert with their primary weapon.

Lunar Strike (ex)

”Silent screams are a beautiful symphony.”

Starting at 2nd level if a Blue Moon can catch an opponent when they are unable to defend themselves effectively from attack, the Blue Moon can strike a vital spot for extra damage. This ability is identical to the Sneak Attack feature of Rogues in all aspects other than the following:

  • Extra damage is 1d6 at 2nd level, and it increases by 1d6 every four Blue Moon Shinobi levels thereafter.
  • A flatfooted opponent who takes damage from a Lunar Strike must succeed on a Fortitude save or be verbally silenced a number of rounds equal to 1 + the Blue Moon’s Intelligence modifier. The DC is 10 + ½ the Blue Moon Shinobi class level + the Blue Moon’s Intelligence modifier. Any opponent not susceptible to damage from a Lunar Strike (such as a creature immune to critical hits) is likewise immune to the silence effect.
  • Any time the Blue Moon Shinobi would be denied Dexterity bonus to AC or if the total armor check penalty of their equipment ever surpasses their Dexterity bonus, they also lose the benefit of Lunar Strike.

Endurance

”We have a word for rest: Death”

The lifestyle of a Blue Moon Shinobi requires incredible stamina. Moreover the paranoid mentality of the Blue Moon is such that most starkly refuse to remove their armor, even during activities such as bathing. The Blue Moon Shinobi gains Endurance as a feat at 2nd level.

Lunar Alacrity

”Strike first, die last.”

As they are often behind enemy lines, most Blue Moon can ill afford protracted battles, and therefore tend to avoid conflict. For the same reason, when it is time to fight, they attack with extreme prejudice. To this end the fighting discipline of the Blue Moon is frightfully swift and viciously aggressive, sometimes even putting its practitioner at risk to eliminate hostiles more quickly.

Once per encounter a Blue Moon Shinobi may subtract up to 1 + Intelligence Bonus from their total Armor Class for one round and add this number to their initiative roll for the same round. In addition to the subtracted AC, the Blue Moon automatically loses the benefit of Lunar Crust for the round. The Blue Moon Shinobi must declare use of Lunar Alacrity at the beginning of the round, before any other actions take place.

Lunar Traces, Steps (ex)

”To truly be unseen, one must remain invisible even after passing.”

As part of their stealth training, Blue Moon are extremely skilled at staying untraceable. They leave almost no prints, tracks, or disturbances in the wild and expertly conceal themselves behind layers of aliases and false leads within civilization.

The DC for tracking a Blue Moon Shinobi increases by an amount equal to their Blue Moon Shinobi class level. The Blue Moon may choose to freely leave a trail if they wish.

Lunar Stride (ex)

”The greatest skill means nothing if not applied. Steel your body and hasten to the target.”

The Blue Moon Shinobi eventually gains complete mastery of their body’s internal rhythms, enabling them to move with superhuman speed. The Blue Moon gains Run as a feat. In addition they add 5’ to base land speed, and gain an additional 5’ at every 5th level thereafter (10th, 15th, and so on).

Lunar Prevarication

”You must be as water; flow around your obstructions, then wash them away.”

The Blue Moon’s constant drilling in the arts of mobility and deception pay practical dividends.

The Blue Moon Shinobi gains a competence bonus equal to ¼ their Blue Moon Shinobi level to the following skills: Acrobatics, Climb, Disguise, and Escape Artist. In addition the Blue Moon Shinobi may perform an Acrobatics check (DC 20) to instantly stand from a prone or fallen position. This is a free action that does not provoke an attack of opportunity. Failure results in the recovery consuming a move action and incurring attacks of opportunity as normal.

Lunar Phases (su)

”A thousand faces is nowhere near enough.”

Knowing full well the limitations of mundane disguises, the Blue Moon have developed a technique of mental focus that allows them to take limited control of their own body composition.

The Blue Moon gains the ability to change their appearance at will, as if using the Disguise Self spell. This affects the Blue Moon’s body but not their possessions. It is not an illusory effect, but a minor physical alteration of appearance within the limits described for the spell. In addition, Blue Moon Shinobi may alter their apparent size one category by redistributing body mass. They do not acquire the qualities associated with a size change. For example, a human Blue Moon could disguise themselves as a Halfling and slip into small spaces, but their weight would remain the same regarding traps and they would not gain the attack and AC bonuses of a small creature.

Lunar Serenity (ex)

”Raging dragons? Spawns of the hells? Less then nothing. Your real enemy is mental frailty.”

The Blue Moon’s severe mental training allows them to regard any calamity or situation with total calm or (if need be) utter indifference. No matter the level of danger or temptation, a Blue Moon is unflappable.

Once per day as a free action the Blue Moon may perform a mental exercise that purges their emotional state for one day. This grants immunity to sadness, anger, humor, moral penalties, and all fear effects for 24 hours. However, during this period they can no longer benefit from moral bonuses of any kind (Good Hope, Bardic Inspiration, Aid, etc). After 24 hours, the Blue Moon may choose to continue or drop Lunar Serenity. Lunar Serenity is a preparatory exercise that requires an already clear mind. The Blue Moon cannot apply Lunar Serenity if already under any emotional effect, beneficial or detrimental.

It is a cold pragmatism and not enlightenment or blessing that gives the Blue Moon their mental edge. Therefore Lunar Serenity does not provide any bonus or protection from mind effects in general.

Evasion (ex)

“Fire without flesh burns with no glory.”

Thanks to acrobatics and reflexes, a Blue Moon Shinobi can thwart even widespread magic attacks. If a Blue Moon Shinobi makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can be used only if a Blue Moon Shinobi is wearing light armor or no armor. A helpless Blue Moon does not gain the benefit of evasion.

Lunar Traces, Cognizance (su)

”What good is it to hide the body if you cannot do the same with magical steel and a living mind?”

The Blue Moon reaches a new plateau of stealth, being capable of concealing their mind, magic, and equipment with sheer force of will. They are now considered to be under the effect of a Nondetection spell (self and carried items) at all times with an equivalent caster level equal to their Blue Moon Shinobi class level. The Blue Moon may drop their protection at will, but they may only resume the effect once per day.

Lunar Shades (ex)

”Fools see nothing and know even less.”

Raw speed and large scale slight of hand make the Blue Moon nearly undetectable to the slow witted. If the Blue Moon moves 50′ or more in a single round they gain concealment against any opponents with an initiative 3 or more below the Blue Moon’s. The concealment is 10% for every five Blue Moon class levels and lasts until the Blue Moon’s next turn. The Blue Moon cannot cross the same location twice or stop at their original position in the round to gain benefit of Lunar Shades.

Self-Sufficient

”If you want something done right…”

Blue Moon Shinobi are few in number and must often take care of themselves without aid. The Blue Moon Shinobi gains Self-Sufficient as a feat.

Improved Evasion (ex)

”How fast? Faster then failure.”

The supreme reflexes of the Blue Moon Shinobi allow them to escape serious harm even on a miscue. The Blue Moon’s Evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks, but henceforth takes only half damage on a failed save. A helpless Blue Moon Shinobi does not gain the benefit of Improved Evasion.

Lunar Embrace (su)

”No escape, no mercy.”

One of the more common and supremely difficult tasks assigned to a Blue Moon is to subdue powerful spell casters or mystical creatures. Part of the danger is that even in defeat such entities may have potent magical contingencies prepared. To meet this challenge, the Blue Moon have developed a special technique of channeling unique mental focus into their attacks to disrupt and even reverse the most common of such ploys.

Upon a successful Lunar Strike, if the target creature has any Contingency prepared it must immediately make a will save. On failure the highest level Contingency is dispelled regardless of trigger conditions. At the Blue Moon’s discretion the energy of the Contingency is then re-channeled back upon the target. This energy locks all forms of magical transport as if the target were under effect of Dimensional Anchor (caster level = original Contingency). The DC is 10 + ½ the Blue Moon Shinobi level + the Blue Moon’s Intelligence modifier.

Alternatively, the Blue Moon can apply his mental focus to disrupt the natural powers of various other types of creatures. Only powers that activate when the creature is defeated can be affected this way. To do so, the Blue Moon must pass an identifying knowledge check against the creature during an encounter. The Blue Moon can then apply Lunar Embrace for the remainder of the encounter. On success any power(s) the creature normally activates on defeat are disabled for a number of rounds equal to 10 + the Blue Moon’s Intelligence Modifier. The Knowledge check represents identifying and gaining a mental lock on the creature’s individual workings, not simply knowing what abilities it has. It must therefore be made for each encounter, even against the same individual.

For example, a Blue Moon engages a Balor and knows it will cause a deadly explosion if killed. To prevent the Balor from doing so, the Blue Moon must first pass a DC 30 Knowledge check (planes) to represent full analysis of the power and focusing their mental acuity against it. If successful, they can then attempt to disable the Balor’s Death Throes ability with Lunar Embrace. Should either combatant escape and meet again, the Blue Moon must repeat the knowledge check to regain their focus against the creature.

Hide in Plain Sight (su)

”When shadows fall, your allies have arrived.”

Combining supernatural affinity and simple slight of hand, a Blue Moon Shinobi can seemingly vanish at will. The Blue Moon can use the Stealth skill even while being observed. As long as they are within 10’ of some sort of shadow, a Blue Moon can hide themselves from view in the open without anything to actually hide behind. They cannot, however, hide in their own shadow.

Lunar Blue (ex)

”If at first you succeed, try again anyway.”

On the battlefield, a Blue Moon Shinobi is both nimble and relentless, sometimes appearing to be on all sides of an opponent at once. Even the slightest opening is an opportunity to strike yet again or gain better positioning.

Once per round when scoring a critical hit or striking a flatfooted opponent, the Blue Moon may perform a free Unarmed Strike at their highest attack bonus against any opponent within reach (including the one just struck). Alternatively, the Blue Moon may move up to ¼ their current speed in any direction. This is a free action that does not provoke an attack of opportunity or count against the Blue Moon’s available movement for the round, but is otherwise subject to all other movement restrictions.

Lunar Eclipse (ex)

”Victory is the only consequence.”

The cold, direct, and brutal Blue Moon combat style is no more apparent than in their propensity to end conflicts with a sudden and decisive assault. Slicing mighty wizards in twain, ripping away an orc’s still beating heart, snapping the necks of towering barbarians, or ramming a dragon’s own horn through its eye sockets… the methods are many and range from amazingly subtle to artfully gruesome. Whatever the technique or situation, they all share something in common: Finality.

Once per day as a free action the Blue Moon Shinobi may focus their energies and force of intellect to intensify the potency of a single attack. This combination of physical and mental augmentation produces several effects:

First, The Blue Moon adds their intelligence bonus (if any) to attack and damage. This bonus doubles against flatfooted or unaware opponents. Furthermore, if the opponent is within 30′ a successful Lunar Eclipse attack automatically counts as a Lunar Strike and threatens a critical hit. Only opponents susceptible to critical hits receive this additional effect, but other conditions that normally prohibit a Lunar Strike (such as concealment) are ignored. Targets failing their save against Lunar Strike’s silence effect will also be stunned for the same duration.

Finally, should the Lunar Eclipse attack roll threaten and score a critical hit normally (i.e. by the roll itself and not auto threaten effect of Lunar Eclipse), the opponent must succeed on a Fortitude save. Failure results in the target being killed instantly, staggered (0HP), or rendered unconscious (-9HP and stable) at the Blue Moon’s option. The DC is 10 + ½ the Blue Moon Shinobi class level + the Blue Moon Shinobi’s Intelligence modifier. Opponents immune to critical hits are likewise immune to this effect.

Lunar Fealty

”To disavow to is to call your brothers the enemy. Death itself is only repose; you shall never be safe.”

Blue Moon follow many edicts, but all of them ultimately come down to a single oath; loyalty to clan. Violation of an order from the clan or of any of the edicts below results in the Blue Moon being cast off from their clan and declared a rogue. See Ex-Blue Moon.

  • At any time the Blue Moon may receive orders to carry out a task or mission and must comply (rarely would an order be given to force sudden abandonment of the Blue Moons’s party, as this in itself might attract undo attention, but attempting to subvert the party toward a new mission would be well within bounds.).
  • The Blue Moon is required to conduct themselves with professionalism at all times and avoid attracting notice. Unnecessary actions, attacking the innocent without practical benefit, excessive revelry, inciting conflict without rationale, improper self care, or any similar discrepancies are all unacceptable unless they are crucial to a given assignment.
  • Self improvement is a must. The Blue is expected to study their magic, acquire new knowledge each day, and practice physical skills whenever possible. Proper self hygiene is expected at all times unless absolutely a necessity toward a mission or disguise. There are no compromises for the Blue Moon.
  • The Blue Moon value life so far as utility is concerned. Blue Moon are expected to spare lives if possible, but to kill or torture without mercy when practicality dictates. While this concept is highly subjective, some abuses are obvious and will never go unpunished. An easy example would be a Blue Moon who uses their skills to commit mass murder without apparent reason. Such an individual is probably going to find their career cut abruptly short.
  • Intentionally revealing identity as a Blue Moon is one of the most, if not the most serious transgression within Blue Moon clan law. If an individual is discovered doing this, the elimination of their body and soul becomes a top priority.
  • Anyone who discovers the Blue Moon’s identity is expected to be dealt with immediately. (As the Blue Moon value efficiency, “recruitment” is preferable, but elimination is required should this prove impractical).

Ex Blue Moon

“Your own fallacy is the cause of this pain.”

Any Blue Moon who becomes non-lawful looses all supernatural class abilities. Class abilities are regained if and when the Blue returns to a lawful alignment. Chaotic mindsets simply cannot maintain the supreme focus required for a Blue Moon.

Any excommunicated Blue Moon is also immediately declared rogue and marked for elimination by his former clan.

As diversity and capability is considered a hallmark among the Blue Moon, a Blue Moon Shinobi may take up other disciplines and is free to multiclass. He must always remain faithful to clan tenants however, or face excommunication and a death mark.

Author: Damon Caskey

Hello all, Damon Caskey here - the esteemed owner of this little slice of cyberspace. Welcome!

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