Midnight: Peril in Arbordale (OOC thread)

Toric_Arthendain said:
New prestige classes ... Ancestral Bladebearer ... Avenging Knife ... Elven Raider...

New heroic paths ... Hunter ... Mountainborn, Northblooded ... Pureblood ... Tactitian.

Since Keia is asking :)

I'd be interested in a small taste of the flavors of these.
 

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Hi there

Hello Midnight-Fans,

i'm from germany and our group have now started a midnight-campaign too ;-) And we will take some revised rules from D&D 3.5

As I see (yeah, my english is really terrible) you have granted your players 35 points for buying the attribute-stats, is this not to much? We have build our SCs with 28 points, because the SCs becomes a lot of benefits with the heroic-paths and the racesboni...
And after my impression midnight looks more a low power setting ;-) But this only my opinion

Sorry about my bad english...

By the way I play a snowelfen wildlander in level one with following stats

STR: 12
DEX: 18
CON: 12
IN: 14
WI: 10
CHA: 8

Feat: 2-Weaponfighting

If I surive to level 3 I want to take the feat Weapon Finesse, so are my elf is better with his 2 tradional Fightingknifes...
And I'm thinking to take some channellerlevels in future.

I wish you and your playergroup a nice time and now hunt some orcs ;-)
 

Alhadrial

Ok, here's my character, the background will be forthcoming.

===

Character Name : Alhadrial
Character Race : Erunsil
Character Class(es) : Charismatic Channeler2/Wildlander1
Heroic Path : Faithful
Alignment : Chaotic Good

Gender : Male
Age : 137
Height : 4’5”
Weight : 95 lb.
Eyes : Pale blue
Hair : White

Character Level : 3
EXP Points Gained : 3000
EXP Needed For Next Level : 6000

Known Languages : High Elven, Norther, Orcish Pidgin, Patrol Sign

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

Strength : 16 (+3)
Dexterity : 16 (+3)
Constitution : 13 (+1)
Intelligence : 10 (--)
Wisdom : 11 (--)
Charisma : 14 (+2)

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

Armor Class : 16

Flatfooted Armor Class : 13
Touch Armor Class : 13

Special Armor Class Notes :

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

Hit Points : 21

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Save vs. Fortitude : +4
Save vs. Reflex : +3
Save vs. Will : +4

Special Save Notes :

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

Initiative Modifier : +3

Base Attack Bonus : +2

Melee Attack Bonus : +5

Ranged Attack Bonus : +5

Special Combat Notes : +6 melee with fighting knives; +6 ranged with icewood bow

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

Weapons :

Orc Slitter
4 Erunsil fighting knives (2 with hollowed hilts)
Icewood shortbow (20 arrows)



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

Skills :

Heal/2 (Wis) ** 2 ranks
Hide/6 (Dex) ** 3 ranks
Intimidate/6 (Cha) ** 4 ranks
Jump/6 (Str) ** 3 rank
Listen/7 (Wis) ** 3 rank
Move Silently/6 (Dex) ** 3 ranks
Search/2 (Dex) ** 0 ranks
Spellcraft/5 (Int) ** 5 ranks
Spot/7 (Wis) ** 3 rank
Swim/6 (Str) ** 3 rank
Wilderness Lore/6 (Wis) ** 6 ranks


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

Feats :
Magecraft
Spellcasting (Transmutation)
Spellcasting (Illusion)
Knife Throwing
Iron Will
Alertness (familiar bonus feat)

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

Racial Features :

+2 racial bonus to saves versus Enchantment effects
+1 racial bonus on Fortitude saves
Cold resistance 5
Low-light vision
Elven weapon proficiencies
+2 racial bonus on Listen, Search, and Spot checks
+4 racial bonus on Climb checks in trees
Cure minor wounds and mending 1/day each
+1 bonus to attack with icewood bows and Erunsil fighting knives

Heroic Path Features :

Bless 1/day
Protection from evil 1/day
Aid 1/day

Class Features :

Quick Step (+10 ft. movement rate)
Summon Familiar (snow owl, Epherial)
Force of Personality (channeler gift, affects allies and enemies)


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

Equipment & Gear (include weight of individual items and total weight) :

Refugee leathers 15 lb.
Blanket 3 lb.
Waterskin 4 lb.
Sack .5 lb.
Peasant’s outfit 2 lb.
1 week’s trail rations 7 lb.

Total Weight of Equipment: 31.5 lb.

Total Weight Carried: 42.5 lb.

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

Money : ___PP ___GP ___SP ___CP

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

Base Speed : 40 ft.

Normal Speed (including penalty for armor or encumbrance load) : 40 ft.

AC Check Penalty (for armor or encumbrance load, whichever figure is worse) : 0

Maximum DEX Bonus (for armor or encumbrance load, whichever figure is worse) : +6

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

Spells Known : 0-level— daze, detect magic, ghost sound, mage hand, open/close, prestidigitation; 1st—change self, entangle, goodberry, pass without trace, silent image



Spell Energy : 6



DC Modifier for Spellcasters (by Level) : 12 + spell level

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

Character History :

Alhadrial grew up in the war-torn forests of Veradeen in northern Erethor, fighting off the constant orc incursions from the Highhorn Mountains. He fought with two of his uncles, who trained him from an early age in the ways of hunting orcs. During a particularly nasty encounter, in which a legate killed both of his uncles and he saw most of the rest of his party torn to pieces by an astirax-possessed grass cat, Alhadrial developed a hatred that would drive him to this day. He saw the black priests of Izrador as the driving force behind the Shadows dominion over the lands of Eredane, and took it upon himself to drive them from the lands. He dedicated himself from that day forward to learning the magic that the legates so feared, and continued to train in the ways of the hunter. He shows a reverence for Aradil that few among his people know, and he worships her as a goddess, believing her to be a power on par with the Shadow despite her inability to turn him back completely. His faith in her has only increased his abilities, one more sign that he understands what so few do. He hopes that one day his reverence will be rewarded, and perhaps it shall.

Alhadrial stands almost four and a half feet tall and has the physique of a hunter. The only color in his face can be found in his pale blue eyes, eyes that seemingly never blink as he tracks down his black prey. His hair is long and braided in the fashion of his people, and he wears a set of refugee leathers that he scavenged from the body of a halfling prisoner whose fate had been sealed before Alhadrial could dispatch the party of orcs that kept the Dunni as a slave. Alhadrial is calm in the face of danger but quick to anger when confronted by orcs or worse—a hated legate. His ability to sense the presence of an astirax is well known among those with whom he travels, and this “sixth sense” has saved his life a number of times. Legates in the north are starting to hear of this “priest hunter” and soon the hunter may find himself the prey.
 
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Smirson,

I decided on 35 points to buy ability scores because of the epic nature of the setting, and the fact that heroes in Midnight have the feel of being chosen by fate to become heroes and oppose the Shadow and his forces. I disagree that the setting is "low powered". Magic is rare, yes. But the heroes of the setting should be more than a cut above the average person. While it is true that heroes have some added benefits such as the heroic paths, and racial bonuses, I believe that 35 points allows for character ability scores that indicate a hero chosen by fate and destiny to step up and make a difference. This is all my humble opinion though. :-)

Toric
 

Keia, the Spellsoul is kinda like a magic battery. The person with that heroic path makes other spellcasters more potent. At 1st level, the spellsoul gains spell energy points (1+CHA, INT or WIS modifier) which he or she cannot use. The spellsoul shares these spell energy points with other spellcasters, like a battery. At 2nd level, the spellsoul gains metamagic aura, which allows the spellsoul to alter spells that are cast within 30 feet of her with any metamagic effect that she knows (Enlarge Spell at 2nd level, Extend Spell at 4th, etc.). At 3rd level, the spellsoul gains a bonus to saving throws against magic. Hope that answers your questions.

Toric
 

mirthcard, I don't have my book right in front of me at the moment so I can't offer a glimpse at the prestige classes and heroic paths you asked about. If no one gives you a little information on those today, I will post something a bit later tonight. I only knew Spellsoul because I had been looking at it recently.

Toric
 

;-)

Good Point Toric ;-)

I think I need a talk with my DM ;-) I want 35 points too, because I'm a choosen .

By the way the Fighting Knives about the snowelfs got a entchantmentbonus against orcs and there kind from +1 for hit/damage
Does this boni works with goblins/kobolds/trolls/bugbears and so?

Or does the boni works with dwarfs? ;-) Some gossips means dwarfs and orcs have the same roots ;-) ...don't take this serious... This was only a rassistic goldelfen influence ;-) lol
 

@d20 Dwarf

I think you got some failures in your character-stats...

The boni from the fightingknifes is only against orcs

Your Fort.-Save must be: + 1 snowelf + 1 Con + 2 Wildlander(1.level) = 4

Baseattack:

+1 (1.Level Wildlander) + 1 (2.Level Channeller) + 3 (STR.-Att) = 5
 

I have decided to use a bow as my primary weapon. Are there any new feats that are built towards this? Also I want to craft a Mighty Composite Longbow +2. With my skill check as a bowyer, I cannot fail to the point of ruining anything. I can only fail and extend the time it would take to complete. If I use the gold that I spent on my normal composite longbow, that would be the 1/3 of the resources required to begin creating it.
I did the math with an average roll and it would take about 10 weeks for my character to create the bow. So a lifetime in a PbP game.
Will you grant me the time that it would take to create the +2 Mighty Longbow since we are starting at 3rd level? If not I may reconsider which feats I am going to take.
 

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