Midnight Alternate

Unkabear

First Post
I am involved in a Midnight Tabletop game and I need to consider creating an alternate. Midnight is a unforgiving world and we have all accepted this. My current character is a 11 level character rogue 9/Thief acrobat 2. And I do love this character especially since we have 1) been in a Human city 2) the rest of the party is fey 3) we were chumped last game and only a handful of us escaped to free the rest. His rogue'ness has come in very handy and I love him. But we also lost most of our front line fighters and if something happens to my lovable rogue I think that I would like to contribute to the front line a bit. If he dies then I would go back to rogue but that is a different matter entirely.

For the fighter he would be either level 9 or 10 depending on the level the rest of the party is when I introduce him (start one level behind) He would be an Eranlander which does mean that at first level he will start out with FOUR feats (Fighter, first level, 2 from Eranlander) He would be ironblooded for survival reasons. I want him to wield either a quarter staff or great club as often our GM will start a new character into the game with nothing but...well sometimes he has cloths on his back, and those two weapons would be easy to obtain. This also means that I will have trouble with my AC and I need to address that all while dealing out lots of hurt.

The rest of our party (That is still alive) consists of a slew of archers a couple of channelers, one defender and one fighter/rogue.

Does anyone have any ideas or suggestions? Expect str to be at least 16 as well as con and dex to be around there as well. After that...well he is a fighter in the world of midnight.

Suggestions of how to progress him in levels would not go amiss as well.

Thank you.
 

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1st Edition or 2nd?

Are you allowed to use alternate classes from the Complete Books such as the Swashbuckler or Scout? I assume yes, since you have levels in Thief-Acrobat. Are you allowed to use feats from such books as well?

Do you often lose your weapons or have them destroyed?
 

2e

For the complete books it is by case by case only. One of our players considered a scout and was accepted so it is possible, but any class that includes magic may be restricted heavily. I cannot see ANY reason that Swashbuckler would be restricted though, or scout.

Weapons are not destroyed all that often, but we have a tendency to be captured or whatnot and lose our weapons that way. Twice we have gotten them back, but recently the majority of the group lost what little magic items we had. That is part of the reason that I am considering staff or greatclub as they can be easily replaced.
 



For the fighter he would be either level 9 or 10 depending on the level the rest of the party is when I introduce him (start one level behind) He would be an Eranlander which does mean that at first level he will start out with FOUR feats (Fighter, first level, 2 from Eranlander) He would be ironblooded for survival reasons. I want him to wield either a quarter staff or great club as often our GM will start a new character into the game with nothing but...well sometimes he has cloths on his back, and those two weapons would be easy to obtain. This also means that I will have trouble with my AC and I need to address that all while dealing out lots of hurt.

If you're that concerned about losing or not having weapons, I suggest you play a Defender instead of a Fighter. If you want to go with a Fighter, you should be prepared to accept the no weapons / no armour lumps and struggle on until you can steal some decent gear :) Personally, I had fun with a rogue that never carried a weapon, but had Improved Improvised Weapon; he could handle himself just fine with a tree limb or chair leg.

Tactically, if you have lots of archers, what your group might benefit from is someone that can act as a barrier to the enemy, tie them up and stop them from getting into melee with the shooty-types. How about a warrior focused on a reach weapon like the longspear or glaive, with Combat Reflexes? With the extra reach and AoO's, you be able to harry the enemy in a wide area. There are probably some optional feats somewhere that let you halt an enemy's movement when they enter your reach.

Perhaps you could pick up Magecraft and learn Entangle, to help keep foes away from your squishy friends.

I don't know if the Devoted Defender, a bodyguard-like PrC, has been updated to 3.5, but that would also be a good choice to protect your friends, too.

Another option would be to pursue the Improved Disarm-type feats. An unarmed orc is much less dangerous thn one still holding his vardatch.
 

Defender...that would be a good idea. If I am mainly placing myself between our opponents and the archers/channelers that would be a good idea. Perhaps take Quickstaff and get tumble up there enough to make total defense even better. That may be a better way to go than straight fighter.
 

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