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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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I'm gonna wait to here from everyone. I've finished my new Wildlander and I'll post it tomorrow (I think), before posting some more info on Shadowlands.


You know I'm always here, ready for whatever. I was sure that we were going to be in Shadowlands for some time, but then return to Midnight, so I agree with Solvi, just don't leave us forever there.


I am good for whatever comes our way.


I'm ok with a side jaunt, but I'm much more interested in the main campaign.

(Male Erunsil (Snow Elf) Fighter 5)

I can post almost everyday...sometimes I get a surprise trip... I agree that the darklands is a fun side venture, but the standard Midnight setting is so full of fun stuff, I'd like to eventually return there.


I'd be interested in returning in some way, but I am totally unclear on the houserules which was part of the reason I stayed out earlier. I didn't have time to learn new rules. I will have time in a couple weeks to adjust, so If you'd have Chops come back, I'd be more than willing.


@Chops

Great! It wasn't the same without Chops! So, we are waiting for Gilian and Ilona and the old gang is back!

@All

My house rules are loosely based on Kirthfinder set of house rules (that can be found on these boards), which are in themselves PFRPG rules with more options and feats that scale in power. Not everything is appropriate for Midnight, though - so I changed a lot of stuff and threw away what I didn't like.

Alas, I've lost most of my crunch notes due to system failure on my laptop, so I need to rebuild everything. It will take me about two weeks for that, based on the previous experience. But here is what you can expect:

Classes

All the classes will be built with class-specific talents on every odd level. (1st, 3rd etc.) which will allow you to modify your class significantly and even to simulate some PrCs. This will raise the power level of the game, but not significantly more than before. Mostly you will have more options to choose from.

Midnight-specific classes, such as Channeler, Defender and Wildlander will be changed the most - Defender probably the least, Wildlander the most. Channelers will mainly get more options, such as Witch hexes, stuff for familiars etc.

Feats

You will have a Feats document with all available feats for this game. That means that some feats which were available before will not be available now. But, to compensate for that, feats such as Weapon Focus will be scalable in power so that they give greater bonuses as the PC gets to higher levels.

Heroic Paths

Each of you will get a choice between a Heroic Path specifically tailored to his PC or a Heroic Path from one of the Midnight books, without any modifications.

Skills

You will have two sets of skills: Primary and Secondary. Primary skills are bought in a usual way. For Secondary skills you will get a certain number of bonus skill points to spend on them. Skills will be even more streamlined than in standard Pathfinder; for instance, Bluff, Intimidation and probably Diplomacy, will be rolled into one skill. Endurance is skill now, and there will be new, Midnight-specific skills, such as Herbalism (which will allow you to create healing poultices and stuff like that).

Traits

Old traits you've been using will be changed slightly and their number will be expanded.

More info to follow...

(Male Daytona 500 DM / 12)

I might have some of the old files...particularaly feats, and fighter heroic paths...but won't be at that computer for about 10 days.


Thanks, Scranford, but I'm gonna redo most of that stuff anyway. Right now, I'm putting finishing touches to Wildlander, and then I'll proceed with Fighter, since that is the most played class, and then with Channelers. I plan to just touch up on Defender's talents, since that class is pretty much OK as is.


One thing I should probably mention - this will be the final revision of the rules. After this you may get expansions (new feats, talents, stuff like that), but there will be no more changes to the existing rules.

I realize that I am demanding to much tweaking of the characters you love, but I was looking for the best way for me to tell the stories I want to tell. And I think that the talent system and streamlined feats is the way to go.


Nightflier's Wildlander

Skills and feats not included, since I am going to leave the streamlining of those for later.


Thanks for having me again!

When you finish with the Defender, I'll get to work on converting Chops. What level should he be at.


Fifth level, 30 point buy, remove the bonus from the aboleths. (But keep it somewhere. It may return at some point.) Check out the Wildlander so that you can get some idea what to expect. The classes and feats will be based on Kirthfinder.


I like the that you have made it modular, kind of like the defender already is. I really like classes that have a lot of choices of paths to take.

If I can put in any requests for what you are doing with the class, would making all of the saves "good" saves be out of line. It makes sense to me that a "defending" class would have that, even at the expense of a different power up you were planning.

(Male Black Blood Dwarf Fighter 4, Wildlander 1)

Still here, I'm good with the posting rate, I agree with Muni though. The Shadowlands story is interesting and I'd like to see where it goes but it feels like we're stepping into another game setting altogether. The primary campaign holds more of my interest.


Chops the Defender Dworg wrote:

I like the that you have made it modular, kind of like the defender already is. I really like classes that have a lot of choices of paths to take.

If I can put in any requests for what you are doing with the class, would making all of the saves "good" saves be out of line. It makes sense to me that a "defending" class would have that, even at the expense of a different power up you were planning.

I'm still thinking what to do with Defender, honestly. I will probably create a bunch of talents, since all the classes will receive a talent every odd level, so that you could create more aggressive Defender, or tank Defender or whatever. Right now, the only way for the Defender to take non-Defender weapon and use his ability with it is for him to be Dworg or Orc and to have only 2 skill points per level. I think that one of the talents will be the ability to learn how to use non-Defender weapon.

About saves - there is a possibility of creating "Good saves" talent, but I will probably create feats that give boost to saves, so that every class can use them.

(Female Erenlander Spiritual Chaneller 5)

Sorry everyone. I'm still on the boards but somehow my dot came off for this game. I'm still ready and eager to play.


Thanks, Gilian. I am still struggling with the issues I'm having, but I am working on resolving them as soon as I can. My illness left my RL in disarray, so I don't have enough time right now to this game justice. But I'm getting there. :)

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