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Could someone give me a summary of the channeler, the defender, and the wildlander? Trying to decide what to play here...
 

Blockader7 said:
Could somebody provide me with a lowdown on the basics of what the hero paths do?
The hero paths give your character a little something extra each time you gain a level. These extras follow a specific theme. For instance, the Giantblooded makes you a Large creature at 1st level; gives you a bonus to your intimidate checks at 2nd, 7th, 12th, and 17th levels; increases your accuracy with thrown weapons at 3rd, 8th, 13th, and 18th levels; increases your movement speed at 4th, 9th, 14th, and 19th levels; gives you a bonus to charging attacks at 5th, 10th, 15th, and 20th levels, and increases the range of your thrown weapons at 6th, 11th, and 16th levels. I used the Giantblooded path as an example since Tailspinner put it off limits for characters in his game. :D

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Jaik said:
Could someone give me a summary of the channeler, the defender, and the wildlander? Trying to decide what to play here...
The channeler is the major spell-caster of this setting. All characters can cast spells if they get the right feats, but only channelers will become very good at it. They're very similar to sorcerers in 3E as they can choose which spells to cast on the fly, but can follow 3 different paths: hermetic (closest to wizards in 3E), spiritual (closest to clerics in 3E), or charismatic (combining the sorcerer and bard from 3E).

The defender is essentially the monk of the Midnight setting, and the wildlander is the ranger.

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Thaanks Vardeman. However, I meant like

Ironguard gives you this this and this (I was on the yahoo group a while ago and saw the list of them).


But I'd appreciate it if I could be removed from the waiting list as I don't know anything about the setting.
 

Blockader7 said:
Thaanks Vardeman. However, I meant like

Ironguard gives you this this and this (I was on the yahoo group a while ago and saw the list of them).


But I'd appreciate it if I could be removed from the waiting list as I don't know anything about the setting.
Ahh, okay a brief idea of what each one does? OK, since it's open game content, here's a synopsis (bold is the first level ability, italics denotes as per spell):

Chanceborn - child of fate, born lucky - Resistance 1/day
Charismatic - charming leader, inspirational - Charm Person 1/day
Dragonblooded - natural magician, extra magic ability - Bonus spell
Earthbonded - dwarf blood, stone friend - Darkvision 60' (120' if already has 60' darkvision
Faithful - divine believer, protector - Bless 1/day
Feyblooded - natural illusionist, charismatic - Low-light vision (60' darkvision if already has low-light vision, 120' darkvision if already has 60' darkvision)
Giantblooded - large and in charge - Large
Guardian - paladin type - Detect evil 1/day
Healer - natural healer - Cure light wounds 1/day
Ironborn - tough-skinned - Increase HD type by one step (if already d12, +1 hp per level)
Juggernaut - Strong and forceful - Strength +1
Mentalist - mind reader - Missive 1/day
Mystic - focused mind & body - Burst 1/day
Naturefriend - treehugger - Calm animals 1/day
Philosopher - natural diviner - Augury 1/day
Quickened - fast as can be - +2 initiative
Seer - second sight, oracle - Augury 1/day
Shadow Walker - stealthy bastidge - Darkvision 60' (120' if already has 60' darkvision
Steelblooded - weapons master - +1 to offset non-proficiency penalty
Warg - shapeshifter - Either low-light vision or scent (60' darkvision if already has low-light vision, 120' darkvision if already has 60' darkvision)

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mirthcard said:


Just so you know, the binding issue is less widespread than you might think and Greg at FFG has been doing a great job of replacing every bad copy quickly and free of charge. So buy with confidence, friend.
Ah, yes... the binding... Any contact info on getting my bad copy replaced?

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If I'm in, I'll be playing a human, rogue (shadowalker).

Could somebody post a bit more detailed description of the shadow walker's abilities?

Does the Midnight rogue differ at all from the standard D&D rogue?

How can nonchannelers cast spells?
 

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