Solo campaign in the Midnight Campaign Setting

Scotley

Hero
Brother Shatterstone said:
Alright I'm making progress on the character and so far so good.

Wonderful!

Brother Shatterstone said:
Anyhow this has me slightly off:
I took Master Hunter at first level and I'm curious as to how it progresses... Do you mean it does just like the PHB (I would pick up a second race at level 5, and their after.) Or do you just mean the bonus I get for the one enemy continues to rise?

Just like the phb is what I had in mind--I prefer to keep things simple whenever possible. :cool:

Brother Shatterstone said:
Oh Happy Thanksgiving. :)

Likewise have a good one.
 

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Brother Shatterstone

Dark Moderator of PbP
Okay, I still need to think up of a name... Do a spell list and buy equipment but here's what I got do far for my character. Speaking of equipment, I still have reading to do but I imagine that my character's equipment is going to be far to good, even for a legate, if we use the DMG and their suggested GPs for level.

Also note that I do the fractional BAB and saving throws that are presented in the Arcana Unearthed alongside of Gestalt rules… It makes it far simpler.

Have you any care in how old the characters are? (I used the orc age group for Bugbear.)

Also the Bugbear levels are nightmare under the gestalt rules... (especially when consider the other races in midnight… We should probably address the differences between the two. A regional knowledge class skill and I would also like to confirm the scent feat… Its in the race description, yet is curiously absent from the “as a player character section.” (I would like to have scent.)

Character Name:
Character Race: Bugbear
Character Classes:
Alignment: Neutral Evil
Deity: Izrador

Gender: Male
Age: 22 (??)
Height: 7’3”
Weight: 320 lbs.
Hair: Dingy Brown
Eyes: Red Beady
Skin: Yellowish Brown

Experience Points (Current):
Experience Points (Needed):
Character Level: 8

Known Languages: Goblinoid, +2

-------------------------------------------------------

Strength: 20 +5 (6 Points, 4th, 8th level, +4 Racial Trait)
Dexterity: 17 +3(6 Points, +2 Racial Trait, Quickened Heroic Path +1)
Constitution: 16 +3 (6 Points, +2 Racial Trait)
Intelligence: 14 +2 (6 Points)
Wisdom: 14 +2 (6 Points)
Charisma: 12 +1 (6 Points, -2 Racial Trait)

Bold: After magical enchantment
-------------------------------------------------------

Hit Dice: 8d8 + 24
Hit Points: 74
Armor Class: 18 [ BASE (10) + ARMOR (x) + DEX (3) + SHIELD (x) + NATURAL ARMOR (3) + DODGE (2) + DEFLECTION (x)]
Flatfooted Armor Class: 13
Touch Attack Armor Class: 13
Damage Resistance: -/-

-----------------------------

Armor Worn:
AC Penalty: 0
Maximum DEX bonus:
Armor Type: Light
Weight: xx lbs.

Shield Worn:
AC Penalty: 0
Maximum DEX bonus: MA
Weight: x lbs.


Notes:
-------------------------------------------------------

Save vs. Fortitude: 9 [BASE (6) + CON MOD (3)]
Save vs. Reflex: 9 [BASE (6) + DEX MOD (3)]
Save vs. Will: 5 [BASE (3) + WIS MOD (2)]

Special Save Notes:

-------------------------------------------------------

Initiative Modifier: +7 (Quickened +4)
Base Attack Bonus: +7/+2

Melee Attack Bonus: +12/+7
Ranged Attack Bonus: +10/+5

-------------------------------------------------------

Weapons:
Weapon 1 Attacks: +x Tw: +x / damage / critical / type / x lbs. (xx GP)

Weapon 2 Attacks: +x Tw: +x / damage / critical / type / x lbs. (xx GP)

Range Weapon Attacks: +x Tw: +x / damage / critical / type / x lbs. (xx GP)

Weapon weight: 21 lbs.
-------------------------------------------------------

Feats
Power Attack (1st Feat)
Improved Sunder or Weapon Focus (2nd Feat)
Leadership (3rd Feat)

Skills:

Name/Total Mod (Ability) ** # Ranks taken
Diplomacy / 6 (Cha + 1) 5
Handle Animal /5 (Cha + 1) 4
Hide / 8 (Dex + 3) 5
Intimidate / 6 (Cha + 1 ) 5
Knowledge: Nature / 6 (Int + 2) 4
Knowledge: Religion / 7 (Int + 2) 5
Listen /13 (Wis + 2) 11
Move Silently / 12 (Dex + 3) 5 [+4 Bugbear]
Search / 11 (Int + 2) 9
Sense Motive / 7 (Wis + 2) 5
Spellcraft /9 (Int + 2) 7
Spot / 11 (Wis +2) 9
Survival /10 (Wis + 2) 8

[CC] Cross Class Skill
-------------------------------------------------------

Special Abilities
Dark Vision (Bugbear)
Scent (Bugbear)
+3 Natural Armor Bonus (Bugbear)
+4 Move Silently (Bugbear)
Burst of Speed 1/Day (Quickened)
Master Hunter (Humans +4, Elves +2) (1st Wildlander Trait)
Tracking (2nd Wildlander Trait)
Bloodhound (3rd Wildlander Trait)
Wild Empathy (Wildlander)
Rebuke Undead 4/Days (Legate)

-------------------------------------------------------

Equipment & Gear:
Backpack
* Rope, Silk (50 ft )
Explorer's Outfit
* Grappling Hook, Collapsible
Flask, metal: empty (2)
Oil (flask) (2)
Ink I oz
Inkpen (3)
Flint and Steel
* Mess Kit
Pouch, Belt
Parchment (5 sheets)
Sack (4)
Whetstone
Everburning Torch
Piton (10)
Mirror, Small Steel
Waterskin (x2)
Hatchet
Case, Map
Chalk (6 pieces)
Sewing Needle
* Crowbar



Magical Item Slots
Head:
Eyes:
Neck:
Torso:
Robe/Armor:
Waist:
Clock/cape/mantle:
Arms:
Hands:
Ring Left Hand:
Ring Right Hand:
Feet:

EQUIPMENT WEIGHT: 49.5 lbs.
ARMOR WEIGHT: 0.0 lbs.
WEAPON WEIGHT: 0.0 lbs.
TOTAL WEIGHT: 49.5 lbs.

Carrying Capacity 20 STR Light: up to 133 lb. Medium: 134-266 lb. Heavy: 267-400 lb.


-------------------------------------------------------

Money:
PP: 0
GP: 24
SP: 3
CP: 0
-------------------------------------------------------

Base Speed: 40 feet (Quickened +10)


Spells:
None

Appearance xxx

Personality xxxx

Background: xxxx
 
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Brother Shatterstone

Dark Moderator of PbP
And here's the cohort... She's still in need of much work... Her rogue level is her highest, it really should be the channeler that's the highest so that's still some work in progress.

I sort of picked her height.... I never so her being physical dominate but after I rolled (5'7" which would be cool) and then turned around and rolled snake eyes on her weight adjustment, 113 lbs, I decided she should be really short because it would show off her mixed blood. (She looks like a Dorn with her red hair and green eyes but her mixed Sarcosan's blood makes her far to slender and diminutive to be one.)

Character Name:
Character Race: Erenlander
Character Classes: Channeler 5/ Rogue 4/Fighter 2/Legate 1
Alignment: Neutral Evil
Deity: Izrador

Gender: Female
Age: 24
Height: 5’0”
Weight: 99 lbs.
Eyes: Green
Hair: Red
Skin: Pale

Experience Points (Current):
Experience Points (Needed):
Character Level: 6

Known Languages: Erenlander, +2

-------------------------------------------------------

Strength: 8 -1 (2 Points, -2 Racial Trait)
Dexterity: 16 +3 (8 Points, 4th Level)
Constitution: 12 +1 (4 Points)
Intelligence: 14 +2 (6 Points)
Wisdom: 14 +2 (6 Points)
Charisma: 19 +4 (10 Points, +2 Racial Trait, Heroic Path)

Bold: After magical enchantment
-------------------------------------------------------

Hit Dice: 1d8, 4d6, 2d10 + 6
Hit Points: 47
Armor Class: 13 [ BASE (10) + ARMOR (x) + DEX (3) + SHIELD (x) + DEFLECTION (x)]
Flatfooted Armor Class: 10
Touch Attack Armor Class: 13
Damage Resistance: -/-

-----------------------------

Armor Worn:
AC Penalty: 0
Maximum DEX bonus:
Armor Type: Light
Weight: xx lbs.

Shield Worn:
AC Penalty: 0
Maximum DEX bonus: MA
Weight: x lbs.


Notes:
-------------------------------------------------------

Save vs. Fortitude: 5 [BASE (4) + CON MOD (1)]
Save vs. Reflex: 8 [BASE (5) + DEX MOD (3)]
Save vs. Will: 7 [BASE (5) + WIS MOD (2)]

Special Save Notes:

-------------------------------------------------------

Initiative Modifier: +3
Base Attack Bonus: +5

Melee Attack Bonus: +4
Ranged Attack Bonus: +8

-------------------------------------------------------

Weapons:
Weapon 1 Attacks: +x Tw: +x / damage / critical / type / x lbs. (xx GP)

Weapon 2 Attacks: +x Tw: +x / damage / critical / type / x lbs. (xx GP)

Range Weapon Attacks: +x Tw: +x / damage / critical / type / x lbs. (xx GP)

Weapon weight: 0 lbs.
-------------------------------------------------------

Feats
(1st Feat)
(1st Bonus)
Weapon Finesse (2nd Bonus)
Quick Draw (Fighter Bonus Feat)
Combat Expertise (Fighter Bonus Feat)
(Pureblood Bonus Feat)
(3rd Feat)
(6th Feat)
(Channeler Bonus Feat)



Skills:

Name/Total Mod (Ability) ** # Ranks taken
Bluff / 9 (Cha + 4) 5
Concentration / 7 (Con + 1) 6
Diplomacy /9 (Cha + 4) 5
Escape Artist 10 (Dex + 3) 7
Gather Information /9 (Cha + 4) 5
Hide /10 (Dex + 3) 7
Intimidate /11 (Cha + 4) 7
Knowledge: Religion /5 (Int + 2) 3
Listen /5 (Wis + 2) 3
Move Silently /10 (Dex + 3 ) 7
Open Locks /10 (Dex + 3) 7
Search /9 (Int + 2) 7
Sense Motive /11 (Wis + 2) 9
Slight of Hand / 8 (Dex + 3) 5
Spellcraft /11 (Int + 2) 9
Spot /9 (Wis + 2) 7
Tumble /10 (Dex + 3) 7

[CC] Cross Class Skill
-------------------------------------------------------

Special Abilities
2 extra Feats (Erenlander)
8 Bonus Skill Points at 1st level (Erenlander)
2 Bonus Skill Points Per level afterwards (Erenlander)
Class Skill: Knowledge: Central Erenland (Erenlander)
Trapfinding (Rogue)
Sneak Attack + 2d6 (Rogue)
Evasion (Rogue)
Trap Sense +1 (Rogue)
Uncanny Dodge (Rogue)
Rebuke Undead (Legate)
Magecraft (Channeler)
Bonus Schools: Enchantment, +1 (Channeler)
Force of Personality (Channeler)
Summon Familiar (Channeler)
Art of Magic: 20 % (Channeler)

Heroic Path
Master Adventurer +4
Blood of Kings +2
Skill Mastery


-------------------------------------------------------

Equipment & Gear:



Magical Item Slots
Head:
Eyes:
Neck:
Torso:
Robe/Armor:
Waist:
Clock/cape/mantle:
Arms:
Hands:
Ring Left Hand:
Ring Right Hand:
Feet:

EQUIPMENT WEIGHT: 0.0 lbs.
ARMOR WEIGHT: 0.0 lbs.
WEAPON WEIGHT: 0.0 lbs.
TOTAL WEIGHT: 0.0 lbs.

Carrying Capacity 8 STR Light: up to 26 lb. Medium: 27-53 lb. Heavy: 54-80 lb.


-------------------------------------------------------

Money:
PP: 0
GP: 24
SP: 3
CP: 0
-------------------------------------------------------

Base Speed: 30 feet

Legate Spell: Zero Level: 3; 1st Level: 1+1; DC: 12 + Spell Level

Zero Level:

1st Level:

Channeler Spell: Spell Energy: None

Zero Level:

1st Level:


Appearance xxx

Personality xxxx

Background: xxxx
 
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Scotley

Hero
Looks great. I think you've accomplished a lot while I was busy eating turkey and taking care of a sick baby. Definately take the scent ability. What did you have in mind for the regional knowledge? The heights look good to me as does the cohort's age. 22 seems kind of young for 8th level, but I guess bugbears mature fast or die young huh? I favor the fractional rules for bab and saves--they work so much better. Equipment is a more difficult issue. I think we can live with the DMG amount if you focus on a few high end items. That's the way I read the setting. You may only have 3 or 4 items not counting a few charms or scrolls. Is that the way you read it?
 

Brother Shatterstone

Dark Moderator of PbP
Scotley said:
Looks great. I think you've accomplished a lot while I was busy eating turkey and taking care of a sick baby.

Naw... To be honest I didn't get that much done. Sorry to hear about the kid though. :(

Scotley said:
Definately take the scent ability. What did you have in mind for the regional knowledge? The heights look good to me as does the cohort's age. 22 seems kind of young for 8th level, but I guess bugbears mature fast or die young huh?

Yeah 30 is middle age for them, based upon the orc table... I'm not sure how many actually make it to old age though. ;)

As for regional knowledge, I'm not really sure yet... I really need to read the regional information.

Scotley said:
I favor the fractional rules for BAB and saves--they work so much better.

Yeah I prefer them also, they’re very easy to do with the template (excel) doc that I made. :)

Scotley said:
Equipment is a more difficult issue. I think we can live with the DMG amount if you focus on a few high end items. That's the way I read the setting. You may only have 3 or 4 items not counting a few charms or scrolls. Is that the way you read it?

I'll need to get back to you on this... :eek:

Questions for you:

Do you want to track multiclass penalties for having to many classes separated by two many levels?

I ask cause I’m having issues with getting the cohort’s channeler level higher than her rogue level and also if/when my bugbear picks up a PrC he’s going to have issues with his own levels…

Also I really like the Avenging Knife’s (AtS page 45) mechanics for the cohort yet its flavor isn’t set up for evil characters… I had also thought about the assassin PrC... (I’ll look through my books for some evilish PrCs.)
 
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Brother Shatterstone

Dark Moderator of PbP
Okay, I think the pureblood heroic path (AtS pg 31) is probably the best choice for the cohort and her "double" life but what do you think?

Unfortunately I didn't get much, if anything done, today... I hate to make excuses but I got a cold that's kicking my ass... Reading leads to sleep, but at least that's better than walking... Which leads to nausea. :(
 
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Scotley

Hero
Okay, good questions. First, don't worry about the multiclass penalties. We don't have to be as concerned about balance in a one-player game. Also, I don't believe those penalties apply to PrC's only to the core classes.

I'll try and find time to browse my collection for some evil PrC's and make suggestions.

The Pureblood heroic path is definately an interesting choice for an evil character. Normally one of the best opponents of the Shadow turned to Izrador's service. That's gonna really upset the resistence if they find out. They will really want to kill her. Of course it make her that much better as an infilltrator. Could be fun.

Hope you get to feeling better. Flynn is getting over his cold so I actually got a decent nights sleep last night for the first time in almost a week.

Anymore thoughts on a region or gear?
 

Scotley

Hero
I have a couple of evil PrC's for you to consider. From Dragonlance there is an order of knights of evil. Seems like the Knight of the Skull is a divine caster. Dragonlance also has the inquisitor which may be good for character or cohort. From Complete Arcane there is a variant of the Blood Magus that sacrifices some blood to a god as part of their use of arcane magic. The Mindbender is another CA PrC that could fit well into the Cohort's infiltration role. In the Shining South Forgotten Realms book there is a magehunter type called a Halruann Magehound that might be good. Those are the only ones that come to mind. There might be something good in Complete Divine as well, but I don't have it handy.
 

Brother Shatterstone

Dark Moderator of PbP
Scotley said:
I have a couple of evil PrC's for you to consider. From Dragonlance there is an order of knights of evil. Seems like the Knight of the Skull is a divine caster. Dragonlance also has the inquisitor, which may be good for character or cohort.

I would rather avoid any PrC that gives spells due to Midnight's unique lack of spells... The Inquisitor is an interesting looking PrC... As would be the Spellsword (compete warrior) while I would normal consider the spellsword to be rather powerful alot of its power is lost in gestalt rules. (The removal of some arcane spell failure would still be very welcome feature...)

Scotley said:
From Complete Arcane there is a variant of the Blood Magus that sacrifices some blood to a god as part of their use of arcane magic. The Mindbender is another CA PrC that could fit well into the Cohort's infiltration role.

I don't have the complete arcane yet, it's literally in the mail from Amazon… I was rather late in getting my order in. :eek:

Since multiclassing restrictions won't play a nasty role in experience penalties, another hold over from earlier additions that I don’t really care for, I might give her a level or two in fighter... She could really use the HP, the BAB, and feats are always useful, and feats like combat expert and improved trip can help her escape from harm without being a killing machine.

Scotley said:
The Pureblood heroic path is definitely an interesting choice for an evil character. Normally one of the best opponents of the Shadow turned to Izrador's service. That's gonna really upset the resistence if they find out. They will really want to kill her. Of course it make her that much better as an infilltrator. Could be fun.

Well, a character doesn't truly chose a path… It chooses him or her. That said I think it would make for a very interesting, skilled, and silver tongue character but it also limits her in that as a channeler she could become more powerful with either the Dragonblooded or Charismatic paths. (I really see her more as a devoted jack-of-all-trades.)

Scotley said:
Hope you get to feeling better. Flynn is getting over his cold so I actually got a decent nights sleep last night for the first time in almost a week.

I almost lost my voice today from working, and talking to much, and I'm still nauseous when moving around a lot, though I’ve kept all my food down. I’m also extremely tied. (I wanted to go to bed at 4 PM today. :eek: )

Scotley said:
Anymore thoughts on a region or gear?

Region... Not really, I will be reading that section next but his home region need not be the region he works in, I see him logging alot of miles, and he can be pretty effective anywhere on Eredane. (I'll get you a better answer tomorrow.)

Gear, I found on page 225 that characters of higher than first level start with 25-30 % less "gold" to spend equipment on... (So that does help narrow it down some.)

As for certain gear, I think the true charm of "attempts to describe the character physically always fail." (page 85) would be a big boon for the cohort. :) (I’ll also get you better answers on this tomorrow,)

Things of note: In 3.5 Ranger’s get a good reflex and fortitude save and in 3.0 they only had a good fortitude save. (Any objection to giving the Wildlander a good Reflex save?)
 
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Scotley

Hero
To address you last comment first, I don't have a problem with the Wildlander moving up to good reflex saves. A couple of fighter levels could indeed make the cohort more a "jack of all trades", which is kind of the way I've been picturing her. Sort of filling in all those little roles that you lose in a solo game. I hope to get some more reading done tonight.

Try to take it easy, hope you are feeling better soon.
 

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