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Help me design a Midnight 2e channeler
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<blockquote data-quote="Chiaroscuro23" data-source="post: 2357859" data-attributes="member: 15371"><p>So I played a Midnight 1e game the other year. My character was a wood elf dragon-blooded intelligence-based channeler. We went through Crown of Shadow. Now that M2E is out, the DM wants to start the game up again, converting to 3.5 and M2E. He's told us to take free reign in redesigning our characters to account for the rules changes.</p><p></p><p>I strongly suspect that my original design is underpowered under the new rules. I focused on Transmutation at first, getting animal buffs, haste, slow, fly, etc. Also some Illusion for invisitibility and color spray, and lesser conjuration for healing and Mage Armor. But focused on Transmutation. But in 3.5 the animal buffs suck (short duration since you're supposed to use magic items for long-term buffs. Because my Midnight character has so many Belts of Giant strength.) And Haste isn't so good. I got 5 levels in chaneller under my belt before multiclassing into the Wizard PrC up to 8th. I get another level for the 2 years of game time that have passed, so I'm looking at Chn 6/ Wiz 3, probably.</p><p></p><p>The game ended just when I got Greater Evocation. I have yet to cast my first Magic Missile, but I invested heavily for the possibility of doing so. Now evocations will be EVEN HARDER, just after I finally got the ability to do them. So I'm thinking thinking maybe I should move away from my current build with the redesign. What I'd like from you guys are suggestions for making my character more effective. A few last points about this DM to consider:</p><p></p><p>1) perhaps because Crown of Shadow was such a railroad, I feel that skills are kind of useless in this game (if PCs are supposed to be fooled by an NPC, Sense Motive doesn't help. If they're to be found, Hide doesn't help. If they're to ally with an NPC, no Diplomacy is necessary.)</p><p></p><p>2) The DM almost always hits on attack rolls, and always saves on incapacitating spells (like Slow or Color Spray), so I feel like only straight-damage spells or damage-boosting buffs are worth my time. Though I still haven't given up on defensive spells. (And, fortunately, the diamonds needed for Stoneskin are much cheaper in Midnight.)</p><p></p><p>3) The PCs have excellent stats due to the extreme chargen method. I think I'm STR 12, DEX 18, CON 16, INT 18, WIS 12, CHA 9, for example. My niches in the party go: 1) spellcaster 2) archer 3) ambulatory healing potion (uh, that is, cleric-substitute, but without armor or domain spells.) I think of the character as a combination Legolas/Dr. Strange, who flips out and shoots people between the eyes. And like everyone else in Midnight, his parents were killed by orcs.</p><p></p><p>Thanks guys, I look forward to reading your suggestions.</p><p></p><p>Cheers,</p><p>C.</p></blockquote><p></p>
[QUOTE="Chiaroscuro23, post: 2357859, member: 15371"] So I played a Midnight 1e game the other year. My character was a wood elf dragon-blooded intelligence-based channeler. We went through Crown of Shadow. Now that M2E is out, the DM wants to start the game up again, converting to 3.5 and M2E. He's told us to take free reign in redesigning our characters to account for the rules changes. I strongly suspect that my original design is underpowered under the new rules. I focused on Transmutation at first, getting animal buffs, haste, slow, fly, etc. Also some Illusion for invisitibility and color spray, and lesser conjuration for healing and Mage Armor. But focused on Transmutation. But in 3.5 the animal buffs suck (short duration since you're supposed to use magic items for long-term buffs. Because my Midnight character has so many Belts of Giant strength.) And Haste isn't so good. I got 5 levels in chaneller under my belt before multiclassing into the Wizard PrC up to 8th. I get another level for the 2 years of game time that have passed, so I'm looking at Chn 6/ Wiz 3, probably. The game ended just when I got Greater Evocation. I have yet to cast my first Magic Missile, but I invested heavily for the possibility of doing so. Now evocations will be EVEN HARDER, just after I finally got the ability to do them. So I'm thinking thinking maybe I should move away from my current build with the redesign. What I'd like from you guys are suggestions for making my character more effective. A few last points about this DM to consider: 1) perhaps because Crown of Shadow was such a railroad, I feel that skills are kind of useless in this game (if PCs are supposed to be fooled by an NPC, Sense Motive doesn't help. If they're to be found, Hide doesn't help. If they're to ally with an NPC, no Diplomacy is necessary.) 2) The DM almost always hits on attack rolls, and always saves on incapacitating spells (like Slow or Color Spray), so I feel like only straight-damage spells or damage-boosting buffs are worth my time. Though I still haven't given up on defensive spells. (And, fortunately, the diamonds needed for Stoneskin are much cheaper in Midnight.) 3) The PCs have excellent stats due to the extreme chargen method. I think I'm STR 12, DEX 18, CON 16, INT 18, WIS 12, CHA 9, for example. My niches in the party go: 1) spellcaster 2) archer 3) ambulatory healing potion (uh, that is, cleric-substitute, but without armor or domain spells.) I think of the character as a combination Legolas/Dr. Strange, who flips out and shoots people between the eyes. And like everyone else in Midnight, his parents were killed by orcs. Thanks guys, I look forward to reading your suggestions. Cheers, C. [/QUOTE]
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