Nightflier's Midnight Game Thread

Game Master nightflier

Set in the grim world of Aryth, Nightflier's Midnight is a game that speaks of almost futile hope that shines against the darkness.


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Dark Archive

I like that idea. I'll take a look at Muni right now. I need to think of heroic path suitable for a raven.

RPG Superstar 2009 Top 16

Ragnar Death-Speaker wrote:
I think I'm in. Im not sure I want to run Ragnar without Ilona, so hopefully Mark comes back.

I'm back.

Dark Archive

Great!

Mark, will you play Ilona? I think that the partnership Ilona + Muni would be very interesting to see.

Of course, if you want to change characters, you are free to do so.

Dark Archive

Once again, guys - the rules for this new game are:

30 point buy
5th level characters
Midnight and Kirthfinder feats only (send me an e-mail if you need the Feats document)
Stuff that you gained from aboleths do not work. (At some future time they may be reactivated, though, so don't delete them permanently.)
All the classes and races are modified in some manner. Send me an email for modifications.
All of you will get a unique heroic path, tailored to your character.
The game will start in Erethor.

Also - take a not of this - new language rules apply: You are considered fully proficient in all the languages that you know.

Dark Archive

Doomed, talk to me about Muni... What did you exactly had in mind? Right now, I'm thinking to use his current stats as his racial 0-level and to give him Alertness as racial bonus feat. Than you could choose traits for him and proceed to class levels. What tradition did you have in mind? Spiritual, I presume?

Dark Archive

I have another idea for Muni. We can make him Small instead of Tiny and use adapted Tengu stats for him. That way you can use 30 point buy and have higher base stats, but you would loose the hit points you got from Awaken.

Anyway, you decide.


nightflier wrote:


All the classes and races are modified in some manner. Send me an email for modifications.
All of you will get a unique heroic path, tailored to your character.

Is the new heroic path going to be similar to the one we already have? This will affect my decision on character class.

Dark Archive

Chops the Defender Dworg wrote:
nightflier wrote:


All the classes and races are modified in some manner. Send me an email for modifications.
All of you will get a unique heroic path, tailored to your character.
Is the new heroic path going to be similar to the one we already have? This will affect my decision on character class.

It will probably be more intensive, a bit more powerful, designed to boost your class.

Here are the examples of paths designed for Duncan (he played Pureblooded) and Solvistania (Dragonblooded)

New Paths:
Destined

Requirements: Human or Asimar

Level Ability
1 Fated +1
2 Noble blood +2
3 Bonus feat
4 Foebane
5 Charisma increase
6 Fated +2
7 Noble blood +4
8 Bonus feat
9 Foebane
10 Charisma increase
11 Fated +3
12 Noble blood +6
13 Bonus feat
14 Foebane
15 Charisma increase
16 Fated +4
17 Noble blood +8
18 Bonus feat
19 Charisma increase
20 Fated +5

You are descendend from kings of old, noble warriors or even divine beings from the Outer Planes. The hand of destiny guides you and in you the true blood of ancient greatness is reborn. The great things await you.

Fated (Su): Starting at 1st level, you gain a +1 luck bonus on all of your saving throws and to your AC, even when you are otherwise unaware of an attack, or your Dexterity bonus would be denied to you. Each time you gain this ability, the bonus gained increases by 1.

Noble blood: Each time the destined gains this ability, he gets listed bonus to all of his skills based on Charisma.

Foebane: Choose one creature type from the Ranger “favored enemies” table. All attacks against creatures of that type are made as if you were wielding a bane weapon of the appropriate type. This benefit therefore applies even when using non-magical weapons or unarmed strikes. Each time you gain this ability you may choose another creature type.

Nexusborn

Level Ability

1 Potential
2 Bonus spell
3 Bonus spell energy +2
4 Mastery of magic
5 Bonus spell
6 Spellcasting prodigy
7 Bonus spell energy +2
8 Bonus spell
9 Mastery of magic
10 Spellcasting prodigy
11 Bonus spell energy +2
12 Mastery of magic
13 Spellcasting prodigy
14 Bonus spell
15 Eldritch fury
16 Bonus spell energy +2
17 Bonus spell
18 Mastery of magic
19 Spellcasting prodigy
20 Eldritch wrath

You were born or concieved in the mighty nexus of arcane energies.

Potential: The nexusborn gains twice the usual number of spell points received as bonus for high ability score.

Bonus Spell: The nexusborn learns a channeled spell of any school and level he can cast. If the nexusborn cannot learn channeled spells when he gains this ability, the bonus spell is saved until such time as he is able to learn spells (usually after taking the Spellcasting feat).

Bonus Spell Energy: The nexusborn's maximum spell energy pool increases by two.

Mastery of magic: The nexusborn gains a knowledge of a metamagic feat of his choice. The The nexusborn must satisfy all of the prerequisites for the feat.

Spellcasting prodigy: The nexusborn chooses one school of magic for which he has the Spellcasting feat. The spell energy cost or Constitution damage for all spells cast from that school are reduced by one (minimum one). Each time this ability is gained, a new school must be chosen. This reduction in cost stacks with that of any other source, such as that gained by wizards for preparing spells or that provided by spell talismans.

Eldritch fury: The nexusborn can unleash a ray of arcane energies as standard action. This ray is ranged touch attack with close range (25 ft. + 5 ft. per two character levels the nexusborn possess) dealing 1d6 damage per two chracter levels of the nexusborn. An unshaped eldritch fury has no saving throw, but does allow spell resistance. An eldritch fury can be affected by spell-like metamagic feats as if it were a 1st level spell, even if it is shaped or carries additional effects (see below). It is also treated as a 1st level spell for purposes of making concentration checks to cast defensively, etc. The eldritch fury is subject to the normal spell failure chance for wearing armor. This ability can be used a number of times per day equal to 3 + the nexusborn’s spellcasting abbility modifier.

There are metamagic effects that can be applied to the eldritch fury: Chain Spell, Piercing Evocation, Ray Splitting, Reach Spell, Selective Spell, Shape Spell, Spellstrike, Widen Spell, Blast Spell

Eldritch wrath: The nexusborn can unleash a frightening onslaught of arcane energies in the form of expanding globe centered on himself. The globe expands to the radius of 25 ft. + 5 ft. per two character levels of the nexusborn and deals 1d6 damage per his character level to all affected. However, using this ability drains all spell energy from the nexusborn (he looses all spellpoints) and he suffers -10 penalty to all of his scores until he can have a period of uninterrupted rest equal to 1 day per two character levels.

Dark Archive

Since Scranford is interested in playing Sky'Tor clone, and Grmnbln in playing Caransil wildlander, I'll post my changes to Erunsil and Caransil races here:

Elves:
Elves

The elves are more like the elder fey than any of the other fey races of Eredane, both physically and culturally. They are a slight race, lithe, quick, and agile. They are all children of nature, and even with their ancient culture and powerful magic, they still live close to the wilds as part of the Great Forest. They are a unified people, allied not only to tribes or family groups but instead to a single royal line that rules over all of Erethor. The racial devotion to their High Queen Aradil is akin to worship, and though there is a large and powerful Council of the Throne, it seldom opposes Aradil’s will. Despite this greater shared history and culture, there remain various subraces of elvenkind, each with its own unique physical traits and ways of life.

Elves as a Race

● +2 Dexterity, +2 Intelligence or Charisma; -2 Constitution: Elves are graceful, charismatic and intelligent, but somewhat slight of build.
● Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
● Elf base land speed is 30 feet.
● Weapon Familiarity: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats. The elves practice archery for hunting, entertainment, and defense. Those of them who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
● Favored Region: Erethor.
● Natural Channelers: All elves have a natural facility with magic. They gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points.
● Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
● Elven Immunities: Elves gain Arcane Defense (enchantment) as a bonus feat, and they are additionally immune to magic sleep effects.
● Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
● Elven Agility: Elves gain +4 racial bonus on Acrobatics and Climb checks when climbing trees. Elves are at home in the trees.
● All elves may begin play with elven traveling clothes, erethor tea, and hearthstones (at one-quarter normal cost).

Caransil (Wood Elves)

The elves of central Erethor, the Caransil or wood elves, are the most widespread and familiar of the woodland fey. They range from the southern Highhorns, eastward to the Plains of Eris Aman and the Westlands, and south to the Aruun Jungle. Their skin is the beautiful brown of ino tree wood, and their hair tends to be long, shiny, and black. Their eyes are large and dark, and they are the tallest of the elves. They wear a variety of clothes, from the dark and mottled camouflage leathers of a scout’s kit to the sunset brilliance of a courtier’s elaborate silks.
These elves live in enormous maudrial, or homewood, trees that have been coaxed to grow in elegant but useful domestic shapes by age-old spells. The Caransil eat mostly fruits, vegetables, nuts, and seeds. They supplement their diets with rabbits and grouse raised in family hutches and with river fish from the Gamaril and Felthera.
The wood elves are traditionally the artists, philosophers, and craftsmen of Erethor. They are also the lineage from which have come the greatest sorcerers and battle mages of recent times. Their warriors carry longbows and longswords.

Caransil as a Race

● Skilled: 1 extra skill point per class level. All elves are intelligent and capable, but the wood elves are the brightest of all.
● Weapon Familiarity: Wood elves receive the Martial Weapon Proficiency feats for the longsword and short sword as bonus feats. Aradil has long ensured that her people would be prepared for the bitter war that now rages in their home. Those of them who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
● Favored Region: Caraheen. Wood elves’ favored region bonuses for Erethor increase by +2 when in the Caraheen.
● Natural Channelers: Wood elves are especially accomplished with magic, even more so than other elves; they may select an additional known spell for their Innate Magic bonus feat, and those that gain the Magecraft feat gains 3 bonus spell energy points rather than 2.
● Elven Magic: Wood elves receive a +2 racial bonus on caster level checks made to overcome spell resistance, and a +2 racial bonus on skill checks made to identify the properties of magic items.
● Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for spells of the divination school and sleep effects they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). All wood elves are Latent Dreamers, as per Character Trait of the same name.
● Treesinger: Wood elves are treated as 1 level higher when casting spells tied to the trees and woods and those spells cost one spell point less to cast. This ability does not give the elf early access to level-based powers; it only affects powers the elf could use without this ability. All wood elves are Latent Treesingers, as per Character Trait of the same name.
● Woodcraft: Elves know the deep secrets of the wild like no others, especially those of the forests. Elves gain Forest as wildlander Favored Terrain class feature.
● Automatic Languages: High Elven. Bonus Languages: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader’s Tongue.
● Favored Class Options: Most Caransil are trained fighters or channelers, but those who chose to become wildlanders are one the deadliest nature warriors on the face of Aryth.
○ Fighter: Add +1/4 of a fighter talent
○ Channeler: Add + ¼ of a new spell known
○ Wildlander: Add + ¼ of a feat. These feats must be chosen from the list of Archery style bonus feats.

Erunsil (Snow Elves)

The elves of northern Erethor, called the Erunsil or the snow elves, are the stoutest elven stock. They dominate the forest from its northernmost reaches to the southern end of the Highhorn Mountains. They are fair skinned with long braided hair the color of snow. Their eyes are narrow, shaped like sweetroot seeds, and are as pale as their skin. They wear heavy clothes and thick furs when traveling or at rest, but prefer light leathers when fighting or scouting; in those circumstances, they rely more on their natural fortitude than on clothing to resist the cold.
The Erunsil live in giant shelterwood trees surrounded by groves of massive, evergreen winter oak. Their homes are magically grown hollows in the massive trees, insulated by creeper vine and heated by hearthstones. They are hunters and live off the natural bounty of the forest. Groves of tuber-and nut-bearing plants supplementtheir diets of deer, caribou, and ebo-ta meat.
These northern elves have fought the orcs of the mountains for thousands of years and are experts at hunting this prey. They are fierce warriors and have been keys to the defense of Erethor since the Shadow first menaced the elves. They carry powerful icewood bows and vicious paired fighting knives, and use both to deadly effect.

Erunsil as a Race

● Weapon Familiarity: Erunsil treat snow elf fighting knives as martial weapons, rather than as exotic weapons. Additionally, when wielding two snow elf fighting knives, Erunsil suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats. Those who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
● Favored Region: Veradeen. Snow elves’ favored region bonuses for Erethor increase by +2 when in the Veradeen.
● Racial Enemy: Erunsil receive orcs as a favored enemy, similar to the wildlander class feature. They gain a +2 bonus on Bluff, Intimidate, Knowledge, Perception, and Survival checks when using these skills against orcs. Likewise, they get a +2 bonus on attack rolls and damage against orcs and +2 AC dodge bonus when fighting against them. They may make Knowledge or related skill checks untrained when attempting to identify orcs and their weaknesses. Their wildlander favored enemies are in addition to their racial one, and the racial favored enemy bonuses improve with wildlander level. This racial trait makes Erunsil eligible for Ancestral Foe feat chain.
● +1 racial bonus on Fortitude saving throws. The snow elves are hardier than their southern kin. This bonus increases to +5 when the snow elf makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, snow elves suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
● Deadly with the Blades: Erunsil gain Weapon Finesse with snow elf fighting knives as bonus feat.
● Icy Rage: Erunsil barbarians gain +4 bonus to Dexterity instead of the bonuses to Strength and Constitution.
● Snow elves may begin play with an icewood bow (at one-quarter normal cost). Snow elves gain a +1 racial bonus on attack rolls with icewood bows.
● Automatic Languages: High Elven, Orcish (1), Patrol Sign. Bonus Languages: Black Tongue, Erenlander, Norther, Sylvan, Trader’s Tongue.
● Favored Class Options: Most Erunsil are barbarians or wildlanders. They burn with icy fire of Xione that flows through their veins.
○ Barbarian: + 1/4 bonus to Dexterity when raging.
○ Wildlander: Gain + ¼ of Favorite Enemy wildlander trait.


Male Daytona 500 DM / 12

I'm thinking that since Sky'Tor was dead for a while, maybe something changed when he was reawakened. Maybe mechanically he is very similar, but now possesses a rage. He doesn't remember dying, or know who's body he has inhabited (Is it his changed/). I'm thinking I'll rebuild him with a level of Barbarian to begin with which is what he was when he first awakened from the dead...only raging and not knowing things...then as his memories return his skills return. I would then build him as a fighter, with feats replacing his former abilities (Archery, and two weapon fighting).

Because he took an extended dirt nap, I would argue that he lost his bond with the white bone item, and his inert connection with nature. Now he's much the same mechanically, but is fueled by an inner anger instead of by the forces of nature.

Thoughts?.....

Dark Archive

Sure. He was dead for seven years, after all. Perhaps his spirit was lost, and Muni brought him back from who knows where?

Anyway, I like the idea. In fact, I can even design a heroic path around rage motif. If you check out new Erunsil, you'll see that rage works a bit differently with them - they gain bonus to Dex, instead of Str and Con. This change was made to reflect the new Weapon Finesse feat, that become more powerful with levels, and Improved Weapon Finesse, that allows you to use Dex for damage as well as attack. I'll send you a mail with Feats document. Just send me an email first, since I'm not at home, so I don't have the access to my address book. My address is i.jovanovich@gmail.com.

You will find that the Fighter class is now more flexible. I've introduced fighter talents to the class, that allow a lot of customization. For instance, you can take a fighter talent that allows you to roll d12 for HP.

Also, I plan to introduce some variant abilities - to exchange Armor Proficiencies for more skills per level and stuff like that. I'm finishing the new fighter as soon as I finish the detailed write-up of Elorg race for Solvi.


Male dwarven kineticist 3

Is the rewrite of the wildlander coming after the fighter? Wouldn't really mind just using a straight pathfinder ranger with the trapper or Skirmisher archetype to get rid of the spellcasting or possibly converting said casting into toned back channelling.

Dark Archive

Wildlander is indeed coming after the fighter. I'll probably use a Spell-less Ranger from Cobold Quarterly 11, with some modifications. It will be more streamlined, perhaps, than standard wildlander, but I'll try to give him some customizable talents. It will be done soon.

Dark Archive

I've installed Dropbox so that I can post links to appropriate documents here. This is the link for the Feats document. Please try it and let me know if it works.


Male dwarven kineticist 3

It works.


Raven Spiritual Channeler 5

I have some thoughts on how to tie some things together.

What if Ragnar figured out some ritual that could bring someone back from the dead, like the way he did with Eyvinder (only more successful).

He worked the ritual on Sky'Tor, but for some reason it caused Ragnar's Path ability that made him incorporeal (i.e. a ghost) to trigger. So Sky'Tor comes back and Ragnar ends up trapped in the world of the dead.

Muni stays with Ilona with the goal of figuring out how to bring Ragnar back. Ragnar, being the way he is, discovers how to manifest using Muni as a sort of bridge between the worlds.

All this is the story-flavor stuff that represents Muni being a Summoner and Ragnar being his Eidolon.

As for Muni's path, I'm thinking something Poltergeist-y. Mechanically it would probably work a lot like telekinesis.

Dark Archive

Doomed, the ability modifiers for raven are:

STR –8
DEX +4
CON –2
INT +0
WIS +4
CHA –2

You could make a helluva caster with those modifiers and 30 point buy, since you don't need large strength, and +4 to Wis is nothing to sneeze at. If you decide to keep Muni as a raven, he will start with following:

HD: 3d8 (max hit points, adjusted for Constitution)
BaB +3
Melee bite 1d4
ST: Fort +1, Ref +4, Will +2
+2 size bonus to AC
Speed 10 ft., fly 40 ft. (average)
Space 2-1/2 ft.; Reach 0 ft
Class skills: Fly, Perception
Bonus feats: Skill Focus (Perception), Weapon Finesse

Than you apply traits and class levels. You don't get maximum hit points for first level, but you do get first level bonus feat as well as one bonus feat per Chronicles entry that Muni wrote. If you write a Chronicles entry that deals with the seven years interval since the end of the previous game, you'll get a bonus feat for that as well. After the game begins, you will receive Fate Points for Chronicle entries, as before, but two instead of one. Muni will keep his Fate Points, but he will add Ragnar's as well.

I'll create a Chronicler heroic path for him, but I'll welcome any suggestion about a general theme and feel of the path.

So, what do you say?

Dark Archive

Muni, Keeper of Memories wrote:

I have some thoughts on how to tie some things together.

What if Ragnar figured out some ritual that could bring someone back from the dead, like the way he did with Eyvinder (only more successful).

He worked the ritual on Sky'Tor, but for some reason it caused Ragnar's Path ability that made him incorporeal (i.e. a ghost) to trigger. So Sky'Tor comes back and Ragnar ends up trapped in the world of the dead.

Muni stays with Ilona with the goal of figuring out how to bring Ragnar back. Ragnar, being the way he is, discovers how to manifest using Muni as a sort of bridge between the worlds.

All this is the story-flavor stuff that represents Muni being a Summoner and Ragnar being his Eidolon.

As for Muni's path, I'm thinking something Poltergeist-y. Mechanically it would probably work a lot like telekinesis.

Well, you'll have to talk about that with Scranford. I don't know what he planed to do with Sky, and it's his story. Also, Summoner will (maybe) be added as a PrC, so you'll have to begin with Spiritual Channeler.

Dark Archive

Elorg:
Elorgs as a Race

• +4 Intelligence, -2 Strength, -2 Constitution: Elorgs have keen minds, but their unnatural origin has left them weak and frail.
• Medium: As Medium creatures, elorgs have no special bonuses or penalties due to their size.
• Elorg base land speed is 30 feet.
• Weapon Familiarity: All elorgs receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats. Those of them who already have that level of proficiency with those weapons because of a class feature are considered having Weapon Focus bonus feat with those weapons.
• Favored Region: Erethor.
• Natural Channelers: Elorgs have magic in their blood. They gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points at 1st level and 1 additional point each level after 1st. Additionaly, they gain Eldritch Heritage as bonus feat.
• Darkvision: Elorgs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dworgs can function just fine with no light at all.
• Elven Immunities: Elorgs gain Arcane Defense (enchantment) as a bonus feat, and they are additionally immune to magic sleep effects.
• Frightening Intelect: Elorgs may add their Intelligence modifier (in addition to their Charisma modifier) to Intimidate checks.
• Violence in the Blood: Elorgs are filled with savage rage that comes from their non-elven heritage. They gain Warmage as bonus feat.
• Fragile Minds: Elorgs are frighteningly intelligent, but that comes at a price. All of them suffer from some sort of ailment of the mind, most often in the form of mania or phobia. The player needs to choose which. (Mania/Phobia: type - insanity; Save Will DC 14; onset 1 day; Efect target is sickened (if manic) or shaken (if phobic) as long as the source of the mania or phobia is obvious; chance of becoming fascinated or frightened. DESCRIPTION: A mania is an irrational obsession with a (usually inappropriate) particular object or situation, while a phobia is an irrational fear of a (usually commonplace) object or situation. Additionally, if a manic or phobic character is directly confronted by his obsession (requiring a standard action), he must make a Will save against the insanity or become fascinated (if manic) or frightened (if phobic) by the object for 1d6 rounds.)
• Automatic Languages: High Elven. Bonus Languages: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader’s Tongue.
• Favored Class Options: Elorgs are created to be powerful spellcasters.
o Channeler: You gain + ¼ spell point


Raven Spiritual Channeler 5

I'm fine with starting as a Spiritual channeler. As for his path, here's a few ideas-

He already has Eidetic Memory and a sort of ancestral/spiritual recall thing that we've hinted at. Having a path based on knowledge of history, and even some kind of local post-cognition would be neat. It would be easy to mix in various abilities involving summoning other ravens as scouts, calling a flock, or even jumping from one raven body to another (we'd touched on that a few times in the previous game, if I remember. the vigdir spirits being eternal and just taking over normal bird bodies when needed)

However Scranford wants to bring Sky back is fine. It was just a thought that seemed to fit both of our ideas. If he likes it we can discuss it further. If not, no problem.

Dark Archive

Remind me, where is the Eidetic from? Is it a Midnight feat? The only feats allowed are Midnight feats and those from the document I linker here.


Male dwarven kineticist 3

Pretty sure eidetic memory was one of the iron heroes traits.

Dark Archive

grmnbln wrote:
Pretty sure eidetic memory was one of the iron heroes traits.

Possible, but it was not included in the list of traits in my profile.

Anyway, it is not included in the list of traits appropriate for this game. I'll put the link for consolidated traits tomorrow.


Raven Spiritual Channeler 5

Eidetic memory is basically just perfect recall. Like photographic memory.

I don't mind losing it as a feat as long as I can get something with a similar effect some other way. Maybe as part of the Path?

Dark Archive

So I take it that you'll play Spiritual Channeler? Check out my post above for details. By my count, you should get 4 bonus feats beyond the feat that you get as 1st level character. That and more hit points than anyone else in the party should make it up for the lack of white bone abilities.

I'll create a path for you in a day or two. It will probably be based on Wiser, at least in some way.


Yeah, Gilian and Duncan should definitely have a shared tale for the last seven years. But first, I think that we need at least short explanation from nightflier what exactly happened when we failed, so that we know where to go from there, and determine what was the frame of mind of our characters when they disbanded.

Dark Archive

I'll not be revealing why the quest wasn't finished, exactly. Something has happened in the derro city, and you don't have the clear recollection of that event. When you try to think of, the last thing you can remember is that supper (the last scene of the old game).

The next thing you recall is you descending the lower slopes of the Kaladruns, going somewhere - alone or in the company of other PC, it's up to you.


Has Eric let you know if he is coming back as Solvi? I figure it might be important to know what happened to her either way for Chops's development. I am thinking it might be interesting to write in a baby somehow.

Also, I seem to remember a problem with the CR system and balancing it to how powerful our characters are. Have you gotten that all straitened out?

Edit: Nevermind about Solvi, I just found the Gamer Connection thread. The though of a dwarf-orc-elf kid sounds kind of cool though.


Raven Spiritual Channeler 5
nightflier wrote:
So I take it that you'll play Spiritual Channeler? Check out my post above for details. By my count, you should get 4 bonus feats beyond the feat that you get as 1st level character. That and more hit points than anyone else in the party should make it up for the lack of white bone abilities.

Yes, I'll play a spiritual channeler.

If I understand how you want me to proceed, I'm going to take the adjustments you listed earlier, create a 5th level character and add the bonus feats you mentioned, correct?


Chops the Defender Dworg wrote:

Has Eric let you know if he is coming back as Solvi? I figure it might be important to know what happened to her either way for Chops's development. I am thinking it might be interesting to write in a baby somehow.

Also, I seem to remember a problem with the CR system and balancing it to how powerful our characters are. Have you gotten that all straitened out?

Edit: Nevermind about Solvi, I just found the Gamer Connection thread. The though of a dwarf-orc-elf kid sounds kind of cool though.

Yes I am here...

As for whether Solvi could get pregnant, that is ultimately up to NF. If I was running the game, I would assume Solvi is barren, unable to bear children, but who knows...he he.


Male Daytona 500 DM / 12
Muni, Keeper of Memories wrote:

I have some thoughts on how to tie some things together.

What if Ragnar figured out some ritual that could bring someone back from the dead, like the way he did with Eyvinder (only more successful).

He worked the ritual on Sky'Tor, but for some reason it caused Ragnar's Path ability that made him incorporeal (i.e. a ghost) to trigger. So Sky'Tor comes back and Ragnar ends up trapped in the world of the dead.

Muni stays with Ilona with the goal of figuring out how to bring Ragnar back. Ragnar, being the way he is, discovers how to manifest using Muni as a sort of bridge between the worlds.

All this is the story-flavor stuff that represents Muni being a Summoner and Ragnar being his Eidolon.

As for Muni's path, I'm thinking something Poltergeist-y. Mechanically it would probably work a lot like telekinesis.

I like the basics of this idea. Still need to think about it and how to tie the rage concept into the whole thing. Maybe Ragnar brought him back fully physically, but something wasn't quite right up top. It's late, but I'll give it some thought, and I'm sure we can come up with something cool.


Raven Spiritual Channeler 5
scranford wrote:


I like the basics of this idea. Still need to think about it and how to tie the rage concept into the whole thing. Maybe Ragnar brought him back fully physically, but something wasn't quite right up top. It's late, but I'll give it some thought, and I'm sure we can come up with something cool.

Maybe death just erased Sky's emotional filters. Snow elves are usually a pretty stoic bunch, but it's not that they don't have emotions. They just control them with a lifetime of practice. Stoicism is something the living do to show a mastery of their own life, and as armor against the anger than might otherwise consume them (what's happened to their home and to their people is definitely worth getting pissed over). Maybe death just stripped all the armor from his soul, and now that he actually has the capacity for real emotions again they're impossible to control.

Just a thought. Discard if you don't like.

This whole concept kind of reminds me of the movie The Crow. (complete with helpful birdie.)

Dark Archive

Muni, Keeper of Memories wrote:
nightflier wrote:
So I take it that you'll play Spiritual Channeler? Check out my post above for details. By my count, you should get 4 bonus feats beyond the feat that you get as 1st level character. That and more hit points than anyone else in the party should make it up for the lack of white bone abilities.

Yes, I'll play a spiritual channeler.

If I understand how you want me to proceed, I'm going to take the adjustments you listed earlier, create a 5th level character and add the bonus feats you mentioned, correct?

Correct. Remember that the Core game feats are now changed. For instance, Weapon Finesse scales with levels.

Dark Archive

@All Players:

I have several requests as to how will we proceed with this game.

1) When you create your character's profile, add the description of feats in hide tags. This is because most of the feats are changed and this would help all of us to keep track of the changes.

2) In order to avoid the confusion that sometimes creeps in in the games with a lot of players, when the combat begins you should start your posts with the following info in OOC:

Round #, Initiative #
AC, HP
Buffs
Action

And then proceed with the description. Example:

Round 1, Initiative 14
AC 20, HP 27/35
Bless, Mage Armor
SA (as in Standard Action): Attack the boss ogre

This part is open for debate. If the majority of the players doesn't like this, we'll not be implementing it.

3) Since a lot of time has passed, I'm gonna ask of you to change avatar. The reason for this is to help us differentiate this game from the last one. Technically, the game is the same - and we'll use the same game and discussion threads, but I feel that we should somehow mark the beginning of the next chapter of the story.

Opinions, please.

Dark Archive

Chops the Defender Dworg wrote:

Has Eric let you know if he is coming back as Solvi? I figure it might be important to know what happened to her either way for Chops's development. I am thinking it might be interesting to write in a baby somehow.

Also, I seem to remember a problem with the CR system and balancing it to how powerful our characters are. Have you gotten that all straitened out?

Edit: Nevermind about Solvi, I just found the Gamer Connection thread. The though of a dwarf-orc-elf kid sounds kind of cool though.

I'm taking steps to rectify the situation with CR.

You should be prepared for the opponents that are more powerful than the norm. Monster's hit points will be maxed and they will probably have a bonus feat or two. You are advised to carefully plan your strategies. On the other hand, I'll introduce several new skills and feats that will allow the Fighters in your group to have more tactical control of the battlefield.

Dark Archive

Solvistania Elghreah wrote:
Chops the Defender Dworg wrote:

Has Eric let you know if he is coming back as Solvi? I figure it might be important to know what happened to her either way for Chops's development. I am thinking it might be interesting to write in a baby somehow.

Also, I seem to remember a problem with the CR system and balancing it to how powerful our characters are. Have you gotten that all straitened out?

Edit: Nevermind about Solvi, I just found the Gamer Connection thread. The though of a dwarf-orc-elf kid sounds kind of cool though.

Yes I am here...

As for whether Solvi could get pregnant, that is ultimately up to NF. If I was running the game, I would assume Solvi is barren, unable to bear children, but who knows...he he.

Solvi is not barren. That would defeat Ardherin's intentions. He wanted to create a ready supply of bodies for his soul, in the case of his death. If elorgs were barren, that supply would dwindle pretty soon. On the other hand, elorgs are designed by Ardherin to reproduce only with other elorgs. It should be possible for them to have children with elves and orcs, and possibly even dworgs - but only with the assistance of powerful arcane ritual or even nexus.


Male dwarven kineticist 3

Just checking but characters in the game so far are:

Ragnar/Muni
Chops
Ilona
Gillian
Solvi
Duncan
Reincarnated Sky'tor

and there is one spot left for a martial type character?

Dark Archive

There is one spot left. Since Muni has very little offensive capability (although he can bring on the hurt thanks to the new Weapon Finesse and Improved Weapon Finesse), I'm allowing one more martial character, preferably the wildlander, since Sky is to be reworked as fighter.


Status 8 Passive Perception +10

Chops V2, the Barbarian Defender currently under construction.

Dark Archive

Nightflier's Fighter.


OK new avi selected...I think it shows her true personality, he he.

Currently reworking her sheet.

NF, I could use some advice on what specifically would trigger Solvi's Phobia. Maybe someting like a sound or the sight of an elf that would trigger her memories of being imprisoned as a child.

Thoughts?

Dark Archive

I don't plan to enforce that phobia rule too much. I think that the way you play Solvi is really great and I'd like to explore her fear of enclosed spaces that you hinted at. Just keep playing her as claustrophobic, and it'll be OK. I'll rule that Solvi's relationship with Chops gives her more mental strength. Although, at times when she is under lots of stress I may call on her phobia and maker roll some saves.

Liberty's Edge

If you are still looking for a martial character, I'd be very interested in riffing on the idea you posted above of a Dire Wolf able to take on humanoid form (Danisil or Erunsil), either in Wildlander or Barbarian flavor. If yes, let me know which elf variant and class flavor fits better with the other characters on the table.

Offspring of a wolfwere shifter (or its Midnight equivalent) and a snow or jungle elf, Skirnir Valeson was only accepted into the snow elf community because his father's cabin was distant from the village, allowing Freyr's story of finding the child abandoned in the woods to pass scrutiny. Skirnir's rough edges were explained as Vale's wild influence.

Triggers for Skirnir's departure could include: takeover of the local wolf pack by a darker force than his mother, his mother escalating the conflict with the snow elf village, the snow elf village deciding to wipe out the wolf pack, his father's death (rage accident?), exposure of his heritage, etc.

Functionally, he would prioritize dex over strength and seek both ambushes and team work to protect his "pack", errr . . . party. He would probably get along quite well with Muni, due to both having animal natures and the natural coordination of ravens and wolves.

Feat-wise, I'm going through your feat compilation and selecting appropriate ones like Agility Training, Eldritch Claws, etc. sort of thing for melee in humanoid form. He'd feel most comfortable in dire wolf form for that, though he recognizes discretion being necessary.

I can do a write-up tonight, if space is available in the party. I enjoyed both the story thread and particular components of the OOC thread.

Thanks for the consideration. Be well,
Crow Bolt


Raven Spiritual Channeler 5

Mind if I keep Muni's picture the same? I went through the avatar pictures, and there just aren't very many ravens. I pretty much took the only two for Hugi and Muni.


Female Human (Sarcosan) Fighter 2/ Chaneller 3

So can't seem to change my avatar, may just clone the profile with a different avatar. If I'm levelling to 5 I think I need one more level before my BAB qualifies for Warrior Arcanist.

I'm thinking about getting a handle on personality. Losing Ragnar would be pretty devastating. Muni may be keeping her sanity in check.

Dark Archive

worcmrots wrote:

If you are still looking for a martial character, I'd be very interested in riffing on the idea you posted above of a Dire Wolf able to take on humanoid form (Danisil or Erunsil), either in Wildlander or Barbarian flavor. If yes, let me know which elf variant and class flavor fits better with the other characters on the table.

Offspring of a wolfwere shifter (or its Midnight equivalent) and a snow or jungle elf, Skirnir Valeson was only accepted into the snow elf community because his father's cabin was distant from the village, allowing Freyr's story of finding the child abandoned in the woods to pass scrutiny. Skirnir's rough edges were explained as Vale's wild influence.

Triggers for Skirnir's departure could include: takeover of the local wolf pack by a darker force than his mother, his mother escalating the conflict with the snow elf village, the snow elf village deciding to wipe out the wolf pack, his father's death (rage accident?), exposure of his heritage, etc.

Functionally, he would prioritize dex over strength and seek both ambushes and team work to protect his "pack", errr . . . party. He would probably get along quite well with Muni, due to both having animal natures and the natural coordination of ravens and wolves.

Feat-wise, I'm going through your feat compilation and selecting appropriate ones like Agility Training, Eldritch Claws, etc. sort of thing for melee in humanoid form. He'd feel most comfortable in dire wolf form for that, though he recognizes discretion being necessary.

I can do a write-up tonight, if space is available in the party. I enjoyed both the story thread and particular components of the OOC thread.

Thanks for the consideration. Be well,
Crow Bolt

Are you familiar with Midnight? The campaign setting is pretty unique.

Dark Archive

@all players

High Duke said to me on chat the would rather not change the avatar. It seems that the sentiment is shared among you guys. So, those of you who want to change the avatar - do so. Those who don't or can't - leave the current avatar.

@Ilona

You can now simulate Warrior Arcanist with feats from the document I've provided. I still have to rewrite your path. I'll give you a choice - you can either keep the Charismatic heroic path, or I can do another path for you, that will reflect a blending of Charismatic magic and melee combat.

Here are the paths I did for Duncan and Solvi, just so you can have an idea what will you get:

Destined and Nexusborn:
Destined

Requirements: Human or Asimar

Level Ability
1 Fated +1
2 Noble blood +2
3 Bonus feat
4 Foebane
5 Charisma increase
6 Fated +2
7 Noble blood +4
8 Bonus feat
9 Foebane
10 Charisma increase
11 Fated +3
12 Noble blood +6
13 Bonus feat
14 Foebane
15 Charisma increase
16 Fated +4
17 Noble blood +8
18 Bonus feat
19 Charisma increase
20 Fated +5

You are descendend from kings of old, noble warriors or even divine beings from the Outer Planes. The hand of destiny guides you and in you the true blood of ancient greatness is reborn. The great things await you.

Fated (Su): Starting at 1st level, you gain a +1 luck bonus on all of your saving throws and to your AC, even when you are otherwise unaware of an attack, or your Dexterity bonus would be denied to you. Each time you gain this ability, the bonus gained increases by 1.

Noble blood: Each time the destined gains this ability, he gets listed bonus to all of his skills based on Charisma.

Foebane: Choose one creature type from the Ranger “favored enemies” table. All attacks against creatures of that type are made as if you were wielding a bane weapon of the appropriate type. This benefit therefore applies even when using non-magical weapons or unarmed strikes. Each time you gain this ability you may choose another creature type.

Nexusborn

Level Ability
1 Potential
2 Bonus spell
3 Bonus spell energy +2
4 Mastery of magic
5 Bonus spell
6 Spellcasting prodigy
7 Bonus spell energy +2
8 Bonus spell
9 Mastery of magic
10 Spellcasting prodigy
11 Bonus spell energy +2
12 Mastery of magic
13 Spellcasting prodigy
14 Bonus spell
15 Eldritch fury
16 Bonus spell energy +2
17 Bonus spell
18 Mastery of magic
19 Spellcasting prodigy
20 Eldritch wrath

You were born or concieved in the mighty nexus of arcane energies.

Potential: The nexusborn gains twice the usual number of spell points received as bonus for high ability score.

Bonus Spell: The nexusborn learns a channeled spell of any school and level he can cast. If the nexusborn cannot learn channeled spells when he gains this ability, the bonus spell is saved until such time as he is able to learn spells (usually after taking the Spellcasting feat).

Bonus Spell Energy: The nexusborn's maximum spell energy pool increases by two.

Mastery of magic: The nexusborn gains a knowledge of a metamagic feat of his choice. The The nexusborn must satisfy all of the prerequisites for the feat.

Spellcasting prodigy: The nexusborn chooses one school of magic for which he has the Spellcasting feat. The spell energy cost or Constitution damage for all spells cast from that school are reduced by one (minimum one). Each time this ability is gained, a new school must be chosen. This reduction in cost stacks with that of any other source, such as that gained by wizards for preparing spells or that provided by spell talismans.

Eldritch fury: The nexusborn can unleash a ray of arcane energies as standard action. This ray is ranged touch attack with close range (25 ft. + 5 ft. per two character levels the nexusborn possess) dealing 1d6 damage per two chracter levels of the nexusborn. An unshaped eldritch fury has no saving throw, but does allow spell resistance. An eldritch fury can be affected by spell-like metamagic feats as if it were a 1st level spell, even if it is shaped or carries additional effects (see below). It is also treated as a 1st level spell for purposes of making concentration checks to cast defensively, etc. The eldritch fury is subject to the normal spell failure chance for wearing armor. This ability can be used a number of times per day equal to 3 + the nexusborn’s spellcasting abbility modifier.
There are metamagic effects that can be applied to the eldritch fury: Chain Spell, Piercing Evocation, Ray Splitting, Reach Spell, Selective Spell, Shape Spell, Spellstrike, Widen Spell, Blast Spell

Eldritch wrath: The nexusborn can unleash a frightening onslaught of arcane energies in the form of expanding globe centered on himself. The globe expands to the radius of 25 ft. + 5 ft. per two character levels of the nexusborn and deals 1d6 damage per his character level to all affected. However, using this ability drains all spell energy from the nexusborn (he looses all spellpoints) and he suffers -10 penalty to all of his scores until he can have a period of uninterrupted rest equal to 1 day per two character levels.

Dark Archive

We have 3 players interested in the remaining party slot:

grmnbln
michelene
worcmrost

Guys, please post a concept in this thread. Only Midnight classes and races are allowed. I advise you to check out the backstories of the other players and to write a story of your own.

I will most probably leave the decision to the party vote. Please have in mind that this is the party that played together for almost two years and saw the deaths, disappearances and betrayals of five or six PCs.

When you post a concept, I'll allow the party to ask you questions and to make suggestions to you. Your character will enter the game only if the consensus is reached amongst the current players. I realize that this is unconventional, but to me this game is a shared effort and the party coherence is of the highest importance.

Thank you for your interest and may the best concept win.

P.S.

Feel free to ask me anything and everything you'd like to know.

Dark Archive

So far, Duncan and Solvi got their new heroic paths. I'm doing Sky's and Muni's next.

Dark Archive

Gilian, your Heroic Path will remain unchanged. It's power level is pretty much near where I want it to be.

@All

Forgot to mention that all of you will start with MAX hit points. Also, you get your achievement feats without spending feat slots. You may start working on another achievement feat when we start the game. As before, you may try to reach only one achievement feat at the time.

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