Moth Man

‘Moth Men’, also known as ‘Winged’, are a class of large moth-like creatures. Between their speed and agility, they possess some of the greatest mobility of all the demons in the Netherworld. Because of this, they are often used as couriers to quickly deliver packages and mail between people. The dust on their wings can cause various ailments, such as poisoning, sleep, or paralysis. Moth men are timid creatures that generally come out at night.

It is also said that the moth men work as ferrymen whom transport dead souls along with Shinigami to the Netherworld.

**Hit die:** d8

**Type:** Monstrous Humanoid (Monster, Demon)

**Skills:**

The moth man's class skills (and the key ability for each skill)

Acrobatics (Dex), Bluff (Cha), Climb (Str), Escape artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge (Geography, Nature, Nobility and Royalty, The planes, all taken individually) (Int), Slight of hand (Dex), Stealth (Dex), Martial knowledge (Physical Monster weapon) (Int)

**Class skills at every level:** 6+ Int mod

**Alignment:** Moth men are rather carefree and usually only follow what will allow them to live an easy life. However when a moth man finds its calling, usually in the form of some stealth based scenario, they become nearly unstoppable in their resolve.

**Religion:** Moth men don't usually follow an organized religion, preferring to follow their own life styles or a life loving nature. There are some moth men whom wish to destroy the light sources of the universe and thrust the dimensions into eternal darkness, these moth men worship the Dark Sun.

**Other Classes:**  Moth men get along with their counterparts, the Imps, more than any other class, however they are often times found conversing with beast masters and geomancers due to their love of nature. The moth men are most closely associated with the Shinigami however as they aid them in ferrying souls to the Netherworld.

**Race:**

• +4 Dexterity, +2 Wisdom, -2 Strength

• **Medium** Monstrous humanoid (Demon, Monster)

• Moth men have a land speed of 10 feet. In addition they possess a fly speed of 40 (Perfect)

• Darkvision out to 60 feet

• Light sensitivity

• +4 to Stealth and fly checks.

• **Automatic Languages:** English and Japanese

**Bonus Languages:** Any

**Class Features:**

* Evilty\* (Ex): Flicker Wing

A moth man gains a +4 bonus to armor class when a creature attacks it from the front.

**Monster Weapon Proficiency (Ex):**

Moth men are proficient and can only wield physical monster weapons, unless they have reincarnated from a previous body that had the ability to wield other weapons. A moth man’s weapon always appears as a high pitched sonic screech. This deals 1d8 bludgeoning damage and has a x3 multiplier, or the damage listed under the monster weapon, whichever is higher. This attack is modified with the strength modifier still.

**Magichange (Ex):**

As a free action, a moth man can change into a fully loaded hand gun or into a Composite Long Bow. The Magichange lasts as many rounds as the moth man’s Constitution Modifier, and when it ends, the creature returns to its former self but is considered exhausted. It takes a move action to reload the gun, and can be reloaded rapidly. The wielder must be unarmed and able to hold the gun when the moth man transforms.

**Moth man Gun** Pistol

**Damage:** 1d8 or moth man’s monster weapon, whichever is higher.

**Magazine:** 16

**Critical:** 20 x4

**Damage Type:** Bludgeoning and Piercing

**Weight:** 4 lbs.

**Range Increment:** 60 ft.

**Moth man Bow** Longbow

**Damage:** 1d8 or damage of monster weapon, whichever is higher

**Critical:** 20 x3

**Damage Type:** Piercing

**Weight:** 3 lbs.

**Range Increment:** 100 ft.

**Techniques (Su):**

Just like all classes, moth men gain access to special techniques they can utilize to aid them in battle or day to day activities.

At each level they gain one technique of any level they can perform.

At the levels designated, moth men also gain special Monster Techniques they can utilize to get an edge over their opponents.

A moth man learns a monster technique at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level. These techniques can be chosen from the moth man's list of techniques highlighted with two (\*\*).

The moth man must be able to perform techniques of the technique's level to learn it. There are many cases where a creature may not have enough techniques to take whenever it gains a new monster technique, Whenever this is the case, choose instead a normal technique. A moth man's relevant modifier is Dexterity.

**Sneak Attack:**

If a moth man can catch an opponent when it is unable to defend itself effectively from her attack, she can strike a vital spot for extra damage.

The moth man's attack deals extra damage (called "precision damage") anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the moth man flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two moth man levels thereafter. Should the moth man score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a moth man can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The moth man must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Marionette cannot sneak attack while striking a creature with concealment.

**Light Sensitivity (Ex):**

Moth men are dazzled in areas of bright sunlight or within the radius of a daylight spell.

**Ability Boost:**

Creatures gain Ability buffs at levels 2, 4, 6, 8, 10, 12, and 14. The Ability boost is determined by what kind of creature it is.

Moth men gain bonuses to their Dexterity, Wisdom, and Constitution.

**Toxicraft (Su):**

At 1st level, moth men are adept at utilizing deadly poisons and slaying their enemies with a combination of horrid inflictions. Moth men become immune to poison, as well as magical sleep, and deafening. Moth men gain a pool of points known as a Toxicraft pool. This works similarly to the craft reserves of the merchant, however it allows the moth man to create deadly poisons within its body. At the beginning of every day, the moth man allocates this value to the poisons it wishes to secrete during the day in the same way a spellcaster prepares spell slots. At any point, the moth man can spend a swift action to secrete a poison from its body to apply to a natural attack. The Poisons are selected from the following list, spending points from the pool equal to the hl value of the poison listed. The Moth man can only select injury poisons from this list at 1st level.

At 4th level the moth man can select contact poisons, however they become injury poisons for the moth man. At 8th level the moth man can inflict Inhaled poisons as injury poisons, and at 12th level the moth man can inflict ingested poisons as injury poisons, and the moth man can inflict the poison on every creature it strikes in the round. At 14th level the moth man can apply two poisons at once to its attacks with a single swift action. At 20th level the moth man can bypass the poison immunity of any creature other than another 20th level moth man.

This pool replenishes each day after resting. The moth man can expend the price of the poison again to increase its saving throw DC to 10+ ½ moth man level+ Dexterity modifier instead of the base DC. The price can be spent again to increase the save DC further by +2 each time to a maximum of (+20). Any poisons unused whenever the moth man rests are lost.

Poisons

**Evasion (Ex):**

At 2nd level, a moth man can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. Evasion can be used only if the moth man is wearing light armor or no armor. A helpless moth man does not gain the benefit of evasion.

**Big Blast Sonic (Su):**

At 3rd level, the moth man can infuse its weapons with deadly sonic energy. A number of times per day equal to 3+the moth man’s dexterity modifier, the moth man can choose to deal +1d6 sonic damage on all of its weapon damage rolls for 1 round. Activating this ability is a swift action.

At 6th level this damage becomes +1d8.

At 9th level the damage becomes +1d10 and on a critical hit, the enemy must make a fortitude saving throw DC: 10+1/2 level+ Dexterity modifier or be deafened for 1d6 rounds.

At 12th level the damage becomes +1d12.

A 15th level the damage becomes +2d6. Creatures struck with a critical hit by this attack whom fail their saving throw are also stunned for 1 round.

**Travel Unscathed (Ex):**

At 4th level, a moth man can move through a number of its enemies threatened squares equal to its Dexterity modifier.

**Range increase:**

At 5th and 10th levels, your attack range increases. Your attack is still considered a melee attack, and as such any abilities that can be applied to melee attacks can still be utilized, and attacks of opportunity can still be made.

**Shielded Wing:**

At 8th level, the moth man adds its Wisdom modifier as an insight bonus to armor class. This bonus is retained for touch attacks but is lost on flat footed attacks.

**Poison Powder:**

At 11th level, by flapping its wings as a standard action, and expending one of its uses of poison per day, every creature within 15 feet of the moth man is subject to its poisonous powder which works like the poison in question, but effects all creatures within the range.

**Freedom of Mind (Su):**

At 13th level, the moth man gains freedom of the prying eyes of the world. As such, they always gain a second saving throw against scrying effects.

**Improved Evasion (Ex):**

At 16th level, a moth man gains improved evasion. This ability works like evasion, except that while the moth man still takes no damage on a successful Reflex saving throw against attacks henceforth it henceforth takes only half damage on a failed save. A helpless moth man does not gain the benefit of improved evasion.

**Freedom of Movement (Su):**

At 18th level, the moth man is permanently under a freedom of movement spell equal to its caster level. This ability can be dispelled, but it is instead suppressed for 1d4 rounds.

**Unknown (Su):**

At 20th level, the moth man becomes a master of stealth combat and learns how to destroy its foes from the shadows. Once per day, as a standard action, the moth man summons its winged brethren and allow the moths to flock to her. The moth man increases in size, becoming a huge creature and gains a +6 size bonus to dexterity and wisdom, as well as a +3 bonus to natural armor. The moth man deals damage equal to its sneak attack damage automatically whenever it shares a square with a creature. In addition that creature must make a fortitude save DC: 10+ 1/2 level +Dexterity modifier or be nauseated for one round. While in this form the moth man also gains the swarm sub type and a +4 bonus to its saving throws. Its poison powder range also increases by +10 feet. This lasts for 1 round per level.

**Moth Man Techniques:**

**1st-Level Moth Man Techniques—**Adjuring step, Alarm, Endure Elements, Hold Portal, Peacebond, Shield, Ghost Sound, Obscuring Mist, Obscure poison, Pernicious Poison, You’re your Poison, Accelerate Poison, \*\*Hell Pollen

**2nd-Level Moth Man Techniques—**Arcane Lock, Book Ward, Bullet Shield, Communal Endure Elements, Miserable Pity, Obscure Object, Protection from Arrows, Resist Energy, Warding Weapon, Fog Cloud, Glitterdust, Dust of Twilight, Web, Web Shelter, Delay Poison, Transmute Potion to Poison, Invigorating Poison, Sweat Poison, Drain Poison, Sonic Scream, Sound Burst, \*\*Bug Hypnosis, \*\*Poison Jet Mist (MC)

**3rd-Level Moth Man Techniques—**Cloak of winds, Dispel Magic, Explosive Runes, Nondetection, Communal Delay Poison, Communal Protection from Arrows, Protection from Energy, Communal Resist Energy, Neutralize Poison, Illusory Poison, Poisonous Cloud, Poison, \*\*Hell's Cocoon, \*\*Moth Barrage (MC), \*\*Mothman Shot (MC), \*\*Lepidoptera

**4th-Level Moth Man Techniques—**Curse of Magic Negation, Dimensional Anchor, Fire trap, Lesser Globe of Invulnerability, Communal Nondetection, Communal Protection from Energy, Remove Curse, Stoneskin, True Form, Absorb Toxicity, Sonic Thrust, Wall of Sound, \*\*Ultra Sound

**5th-Level Moth Man Techniques—**Break enchantment, Covetous Aura, Dismissal, Life Bubble, Mage's Private Sanctum, Communal Stoneskin, Wreath of Blades, Sonic Thrust, Wall of Sound, Poison Rainfall, Greater Neutralize poison, Poison Breath, Sonic Form, \*\*Mothsplosion, \*\*Moth Field (MC)

**6th-Level Moth Man Techniques—** Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Symbol of Sealing, Undeath Ward, Overwhelming Poison, \*\*Nightmare Hug, \*\*Somersault Combo

**7th-Level Moth Man Techniques—**Banishment, Circle of Clarity, Expend, Sequester, Spell Turning, Teleport Trap, \*\*Goodbye Sunset, \*\*Poison Moth (MC)

**8th-Level Moth Man Techniques—** Dimensional Lock, Mind Blank, Prismatic Wall, Protection from Spells, \*\*Moth Man Go (MC), \*\*Tornado Dive

**9th-Level Moth Man Techniques—**Freedom, Imprisonment, Mage's Disjunction, Communal Mind Blank, Prismatic Sphere, Symbol of Vulnerability, Wall of Suppression, \*\*MothMan Coaster, \*\*Simurgh

# Reincarnation

If Reincarnating into this class after having already been this class, or a class with similar abilities, check the following page to see what ability you'll get instead at the levels you would normally gain an already achieved class ability.

Moth Man Reincarnation