Nightflier's A Hope Reborn - Midnight Campaign Setting

Game Master nightflier


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I was away from these board for several months, and even before that I had some serious issues with my internet access and health. Fortunately, those issues have been resolved and I am once again in a position to run a game here.

This game will be set in Midnight Campaign Setting by Fantasy Flight Games, so some familiarity with the setting is required. Fortunately, all Midnight crunch material, such as setting-specific feats and heroic paths, can be found online. Also, fluff is available in pdf form via usual internet sellers of RPG material.

All who gamed with me before are instantly welcome to this game. They only need to create characters. New players are more than welcome and even encouraged. This is what you need to know about character creation:

1) All necessary rules are provided here: A Hope Reborn Campaign Rules. These are rules for races, classes, new feats and skills, as well as feats that work differently from standard PF feats.

2) Character level 1st.

3) I will allow all Midnight-specific Heroic Paths and feats, which can be found online. Just google. I will require that some characters have Heroic Paths specific for this campaign, such as Beloved of Death. These are my own creations and will be made available to selected players.

4) All d20 and Pathfinder feats are provisionally allowed. You need to check my rules document in case there is a changed version of the feat you want (for instance, Cleave is changed from standard PF). If the feat is standard Pathfinder, you will in most cases be allowed to take it as is. Feats from old 3.5 sources will be allowed on case by case basis.

5) As usual for my games, if you create well thought out backstory, at least 1800 characters in length, you will get a bonus feat.

6) Maximum number of players for the party is 9. Minimum number is 4. If there are more than 9 players, I will run another game for them.

7) You will begin the game as prisoners, and you will not know each other, unless that is provided by your background (siblings, lovers etc.), so you will have no possessions. You are encouraged not to have familiars or animal companions at 1st level.

That's it for now. In the next post, I will describe changes to standard Midnight fluff. The game begins LA 99


Do you want any of your previous players to join back in? I know I could get a hold of DoomedHero.

Dark Archive

I would love my old players to join this game.

Dark Archive

Setting Changes

Arador

Late La 97 Arador was found by Erend the Bleak, Erunthalion the Eldest and the rest of their Broken Company. Apparently, the mighty nexus was drained in order to empower a number of artifacts called Elthedar Seeds. The exact number of these Seeds is unknown, but early LA 98 two of those Seeds were given to Aradil, who almost immediately after that disappeared into her secret chambers in the Elder Tree. The third Seed was taken to the lair of Xircxi, the Patriarch of Dragons, and used to break Izrador's curse over him.

Summer LA 98, Grial the Fey Killer suddenly disappeared. Rumors started that Sunulael's legates are to be blamed for this. That, along with the terrible plague that has decimated orcish ranks, caused great riots among the orcs stationed along the Burning Line. Legates were killed without prejudice and orcs started to fight amongst themselves. Zardrix herself was dispatched to cow the rebellious orcs, but as she approached Erethor, Xircxi- once again in his full might - rose from the forest and confronted her. Locked in the throws of bestial rage, Zardrix followed him into the very heart of the woods, but that proved to be her - or better yet, Izrador's - undoing. As already happened once before, while flying above deep woods Zardrix was possessed by Whisper, which enabled her to regain some part of her soul. While the link with her enchanted heart was broken, she flew straight for Cambrial, attacking Sunulael and destroying both him and the black mirror of Cambrial. Resulting backlash leveled the city to the ground, and destroyed most of its inhabitants. Zardrix herself was heavily injured, but she managed to fly back to the forest, where she crashed and apparently perished. Her remains were soon overgrown with vegetation and it has proven impossible to find them. Xircxi was so badly injured during his fight with Zardrix that he flew away in an unknown direction and was not seen since. Some speculate that he perished from the wounds.

Early winter LA 98, The Broken Company invades Ardherin's stronghold. After almost two days of fighting, the Night King dies at the hand of Erend the Bleak. Erunthalion traps his father's spirit in his skull, alongside the demon that was in him. Broken Company perishes almost to a man during the fighting. Snow elves manage to free several hundred of elorg and other children from Ardherin's laboratories. Erunthalion takes them to Shadowlands, where time passes more slowly.

Late winter LA 98, Aradil goes into labor. She gives birth to a daughter and names her Orlaith, the Golden Princes. She sends her to Shadowlands for her own protection.

Early sprin LA 99, Empowered by the soul of might dragon queen, Whisper gains sentience.

Spring LA 99, the game begins.


Seems to be a pretty big overhaul to the Midnight setting, a far more optimistic version, unless of course the heroes of these past two years just get corrupted and turned into night kings themselves and it turns into a much worse situation.

I will say that the knight kings have always been my favorite thematically because the represent the idea of corruption that is midnights running theme. That evil managed to corrupt the best of us by using these heroes best qualities against them. Ardherin own bravery and love were used to make him take unreasonable risk. Sunulael's own faith in a higher power gets twisted. Jahzir knew he was the best person for running the kingdom, and it was probably true. I'm sad to see them go and I wonder if you will replace them with equally compelling knight kings.

I hope this setting retains the theme and feel of midnight.

Sounds like a lot has changed in just 2 years. Humans will be suffering big time from all of this. Without Ardherin or Sunulael there will only be two big powers. The Cabal and Jahzir. If they team up then the humans are seriously boned.

The shadow plotting against each other has always been its biggest weakness, taking out Sunulael might have been a bad idea. If they're united and focus down their problems they can fix a lot of loose ends like Badens Bluff, just set enough cablalist to divine out the problem. Jahzir could finally get serious about wiping out the free riders or focusing down the dwarves.


Just how familiar with Midnight do you have to be to join this game? Is it barred to newbies?

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@Lanik

You forget that Sunulael regenerate from central coryth with time. So, he is not permanently out of the picture. Also, Shadow will find new Sorcerer, since Ardherin's power was not his own but Izrador's. In fact, only the person wielding it will change. I can't really talk more about it because I'll spoil the game, but suffice to say that all that has happened is just a temporary setback for Shadow.

Most of the stuff is in fact based on the hints as presented in the Midnight sourcebooks. Not only that, but some of those things happened in my RL game, over 2-year period.

@Krisam

Well, you need to be somewhat familiar with the setting. For one, it is quite dark and grim and tends to have a lot of survival horror elements. Magic is rare and dangerous to use in most parts of the continent. Most of the history of the setting you can find online, if you google a bit. Perhaps there are even some official books out there free of copyright. I don't really know, since I own them all myself. On the site called Darkness Falls you have all Midnight-specific rules, and combined with my own document that should be enough for you to create a character at least somewhat integrated into setting. As an alternative, there are several towns and cities where there are strangers from other lands across the ocean and your character can be one of them, so that the knowledge of Eredane (main continent) is not essential. Be warned that I'll allow no more than 1 (one) such character in a party, although I suspect that most if not all old players will return, so your character - if you decide to play the Stranger - should be OK.


I would actually be interested in playing an elven wildlander with the shadow walker heroic path, if you don't mind the occasional newbie ignorance.

Then again, I guess that character could be a Stranger as well...

Dark Archive

Well, we can always say that your character was lost in the Shadowlands as a child and was recently brought back to Eredeane. Go ahead and create your character. Remember to use the rules from my document.


I am just posting my interest in this game, and I will get to work on my character this evening.

Nightflier:
I am intrigued by your idea of playing Solvi's daughter raised in the Shadowlands. Of course, I would still need to determine what happened to Solvi since the Midnight game ended, and also who the father is, he he. I need to think about her backstory some more though. Could you please PM me what happened to Solvi after she entered the Shadowlands, if you already determined what happened to her. Thanks.


Pathfinder Adventure Subscriber

I am considering some type of "ultimate athelete" type character. Maximum HP, Saves etc. I'll give it some thought.


I'm in. I would like to play Duncan's and Gilian's child, but I would like to wait for Gilian to appear and have his say.

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@Eric

PM sent.


As I've just said to Nightflier, due to work and commitment to other games, I'm not going to participate to this game.

So High Duke, have fun with Alan :-)


It's getting late here, so I may have made some errors, but here's the basic character I have:

Ryar the Ghost:

Ryarkaelin Nelnaereth
female elf (Caransil) wildlander 1 N
Str 14
Dex 20
Con 10
Int 16
Wis 10
Cha 10

Appearance:
Despite the delicate beauty that all elves enjoy, Ryar cuts a somber figure, darkly dressed and rarely smiling. Quiet by nature, when she speaks, she speaks to the point. Her raven hair is tied back in a long, thick braid, and her long coat is buckled over loose pants, which are stuffed into her scuffed and worn boots. Her golden-brown eyes are startling amid all that darkness.

A necklace of a simple rawhide cord with an inch-long carving of a woman holding an acorn is kept tucked inside her tunic; her only other decorations are the three golden rings she wears in her right ear.

Personality:
Distant and reserved, Ryar rarely smiles; she takes her work very seriously, almost to the exclusion of all else. One thing she feels strongly about is her parents’ reputation, and she’s very proud of them. Slow to trust, she is even-tempered and logical in her approach to all problems. She sees the minions of the Shadow as an infection that must be excised, with neither mercy nor anger. However, she is fierce in her defense of those she cares for and that which she believes in, and is not one to take an insult lightly.

Having spent all her life in the forest, she suffers slightly from agoraphobia when in the open, with nowhere to hide. She also has a certain disdain for horses, which aren’t very useful in the dark, tangled depths.

Background:
Ryar grew up among relatives who regaled her with the deeds of her parents, but she rarely saw them herself. Always busy fighting the Shadow, they were more idols than parents to her, and she was raised by older cousins who allowed her to learn the ways of the wilds at an early age. Baenil, Illya and Teskath were those closest to her, and affectionately called her “Kaeli.” Though they moved often, mixing with other bands on the run and preventing her from forming close associations with other elves her age, she spent much time in discussion with them and with her cousins, learning about the world outside the forest as it was and as it had been. It was her cousins who instilled in her the philosophy of treating the Shadow as a plague, to be destroyed one carrier at a time, and Ryar loved them fiercely.

However, the forces of the Shadow struck often and deep, and one by one they fell to it, leaving Ryar alone. Baenil, the last to fall, told her to go with the nearest band until her parents could reach her. She did, taking with her the token he had entrusted to her, as had her other cousins: beautiful looping rings, each engraved with their names and chased all around with delicate tracings of their favorite plants. These are the rings she bears in her ear.

I've chosen the shadow walker heroic path for her, and would like to give her the Silent Hunter alternate racial trait. She will be an archer with Fast Stealth.

Traits: Born on the battleground (Ice water in your veins) and Superior intellect.

Feats:
Elven fighting initiate (Invisible threat)
Innate magic (elf bonus)
Skill focus: Perception (trait bonus)
Skill focus: Persuasion (trait bonus)

hps: 2d4 + 4 ⇒ (3, 3) + 4 = 10

melee: +3
ranged: +6
CMB: +3
CMD: 18

Initiative: +5
AC: 15/15/10

Fort: +2
Ref: +5
Will: +4

I'll flesh her out more if this is acceptable. For now, I've gotta get some sleep!


Hi guys. After much consideration, I'm afraid I'm not going to be able to join this one. Someone else can have my slot and enjoy Nightflier's storytelling.

Good luck!

Dark Archive

@Eric

Since Martin will not be playing, High Duke is very interested to play Alan. He can not post now since he is at work, but I've been in contact with him and he'll play Alan as a paladin-type of character. I presume that he'll combine fighter with healing-oriented channeler, but that's just my guess.

As for Solvi's daughter, I think that it would be fun to have two of them escaping Shadowlands without the knowledge of their parents in order to fight the Shadow like the "old folks" did. And it would stand to reason that they should be captured very soon.

@Krisar

ist level hit points are max. Also, there are no alternate racial traits. You get only what's in my houserules concerning races.

@DH

I'm sorry you'll not be playing. I hope that you'll follow the game anyway.


I am here. I got a bit of work to do for a meeting in 1.5 hours, so no time to read here now. After meeting I will take a look at the whats new section.


@nightflier

You remember I had made two shadar characters, one was a wee bit broken that needed a little fixing, and another alternative replacement (not used). Would you consider the these characters? Of course the one could be rebuilt considering it did have a very short game life.

Or you want me to build a completely new character from scratch.

Using ones I have already will speed up the process a lot, as I do have very limited time currently to actually build a new character from scratch. Of course dump the gear, and stuff. More of keeping the back story I had created.

Dark Archive

The choice of available races is limited for now. In time, I'll do a rules expansion specific to the Shadowlands, but until I do so the only available races are those in the Rules Document I provided. Anyway, we already have an application for a similar character (Shadow Walker Caransil ranged Wildlander), so I'd prefer that you create something new. There is no need to rush. Take your time.


Time to squeeze a cup of creative juices out.

So we only have one character so far the Shadow Walker Caransil ranged Wildlander.

Maybe good idea I don't do Wildlander, seemed to have messed that up a wee bit on the Shadar. Seeing I bad with building melee characters, maybe I go with a magical profession or rogue type.

Any specific elven type story hooks I need to take into account?

Dark Archive

Well, no. You have to have in mind that all PCs begin as prisoners. You do not have to have a detailed backstory, unless you want that bonus feat. (About that, take a look at 1st post in this thread). Right now, it seems that most characters will be martial, so it's not a bad idea to have a channeler. I think that Elorg is out as a race, though, at least until Eric decides what he wants to do with Solvi's daughter.


@Eric, you are welcome to have Elorg, oddly I have no interest in the Elorg race.

@nightflier

Excellent on the news about available channeler. Currently tossing the between a channeler and rogue. Busy ready your document about these two professions, and the various channelers types.

I assuming all the prisoners arrived together at different times too, to help with the part of not knowing one another.

As you know that I love building detailed backgrounds, you be getting one, even if I don't get a bonus point. Actually I missed the last part of the sentence until you pointed it out to me.

Oh, what alignments are allowed?

Also have any variations of channeler and rogue that is not recommended?

Dark Archive

Well, no - everything in the document is allowed. Of course, you still need to use Midnight-specific feats etc. from Darkness Falls site.

Rogue rules allow combinations with channeler so that you can create Assassin Mage type of PC. I'd advise that you read through all the talents before you commit.

All alignments are allowed.


@Nightflier

After giving it some thought, I am intrigued by the idea of playing Solvi's daughter in this game. So many good dynamics here so yes I will officially select an Elorg (Shadar) Channeler to play.

While I have not firmly decided on this, I believe having the father a Shadar would make the most sense. I like the idea of having Solvi as an ambassador to the Shadowlands, although I am still working the details of the events leading to that out in my mind.

I will start working on the crunch for Solvi's daughter tonight and should get a rough outline posted then.

@DarkOne

Thanks for letting me play the Elorg here. My second concept (A snow elf Wildlander) has already been taken, he he.


I'm about ready to finish the crunch on Ryar (I'll need a bit more time for the backstory), but I do have a few questions:

What do we do about literacy? Are we all just illiterate?

How many Fate points do we start with?

...OK, not as many questions as I thought. Here's what I've got:

updated Ryar:

[spoiler=Fluff]
Ryarkaelin Nelnaereth
female elven (Caransil) wildlander 1 TN
hgt: 5’2 wgt: 90 lbs
eyes: golden-brown
hair: black
skin: coffee-and-cream brown
age: 120
move: 30'

Concept:
A serious hunter means to excise the cancer of the Shadow from the world, one evil at a time.

Appearance:
Despite the delicate beauty that all elves enjoy, Ryar cuts a somber figure, darkly dressed and rarely smiling. Quiet by nature, when she speaks, she speaks to the point. Her raven hair is tied back in a long, thick braid, and her long coat is buckled over loose pants, which are stuffed into her scuffed and worn boots. Her golden-brown eyes are startling amid all that darkness.

A necklace of a simple rawhide cord with an inch-long carving of a woman holding an acorn is kept tucked inside her tunic; her only other decorations are the three golden rings she wears in her right ear.

Personality:
Distant and reserved, Ryar rarely smiles; she takes her work very seriously, almost to the exclusion of all else. One thing she feels strongly about is her parents’ reputation, and she’s very proud of them. Slow to trust, she is even-tempered and logical in her approach to all problems. She sees the minions of the Shadow as an infection that must be excised, with neither mercy nor anger. However, she is fierce in her defense of those she cares for and that which she believes in, and is not one to take an insult lightly.

Having spent all her life in the forest, she suffers slightly from agoraphobia when in the open, with nowhere to hide. She also has a certain disdain for horses, which aren’t very useful in the dark, tangled depths.

Background:
Ryar grew up among relatives who regaled her with the deeds of her parents, but she rarely saw them herself. Always busy fighting the Shadow, they were more idols than parents to her, and she was raised by older cousins who allowed her to learn the ways of the wilds at an early age. Baenil, Illya and Teskath were those closest to her, and affectionately called her “Kaeli.” Though they moved often, mixing with other bands on the run and preventing her from forming close associations with other elves her age, she spent much time in discussion with them and with her cousins, learning about the world outside the forest as it was and as it had been. It was her cousins who instilled in her the philosophy of treating the Shadow as a plague, to be destroyed one carrier at a time, and Ryar loved them fiercely.

However, the forces of the Shadow struck often and deep, and one by one they fell to it, leaving Ryar alone. Baenil, the last to fall, told her to go with the nearest band until her parents could reach her. She did, taking with her the token he had entrusted to her, as had her other cousins: beautiful looping rings, each engraved with their names and chased all around with delicate tracings of their favorite plants. These are the rings she bears in her ear.

Languages:
High Elven, Erenlander, Orcish, Trader's Tongue

Crunch:

CLASS: Wildlander (<-- Favored)

Str 14
Dex 20
Con 10
Int 16
Wis 10
Cha 10

SENSES Perception +12/+14 forest, Low-light vision, Darkvision 60'

DEFENSE
AC 15 Touch 15 FF 10 (+5 Dex)

CMD 18

HP: 12

SAVES
Fort: +2
Ref: +5
Will: +4

OFFENSE
Init: +5/+7 in forest

Melee
dagger +3 (1d4+2, 19-20)
longsword +4 (1d8+2, 19-20) WF
shortsword +4 (1d6+2, 19-20) WF

Ranged
dagger +6 (1d4+2, 19-20) 10'
longbow +7 (1d8, x3) 100' WF
shortbow +7 (1d6, x3) 60' WF

BAB: +1 CMB: +3

Spells:

SPELLS

Concentration +4
Resist DC 14 (● Elven Magic: Wood elves receive a +2 racial bonus on caster level checks made to overcome spell resistance)

Spells known:
Lvl.0
Daze V,S,M close
Ghost sound V,S,M close
Resistance V,S,M touch

Class/Heroic path abilities:

Class abilities
Track (Ex)
Wild empathy/Intimidation (Ex)
Wildlander talents:
- Fast stealth

Heroic path: Shadow walker abilities:
Night Vision (Darkvision 60 ft.)

Traits, Feats and Skills:

Traits:
Born on the Battlefield (personal history) - Ice Water In Your Veins: +4 Will saves

Superior Intellect (spirit): Use Intelligence when making Perception/Persuasion checks. Skill Focus in those two skills.

Feats:
Innate magic

Elven fighting initiate:invisible threat

Skill focus: Perception

Skill focus: Persuasion

Weapon focus: longbow

Weapon focus: shortbow

Weapon focus: longsword

Weapon focus: shortsword

Skills:
Acrobatics +5/+9 in trees
Climb +6/+10 in trees
Craft: bowyer/fletcher +7
Heal +4
Knowledge: dungeoneering +7
Knowledge: local (Erethor) +7
Knowledge: geography +7/+9 in forest
Knowledge: nature +7/+9 in Erethor/+11 in Caraheen
Perception +12/+14 in forest
Persuasion +6
Stealth +9/+11 in forest
Survival +4/+6 in forest/+8 in Erethor/+10 in Caraheen (+1 to track)

Equipment:

Worn equipment:
elvish traveling clothes

Carried equipment:
none

Gear weight:
0 lbs

Capacity:
Lgt.load: 58
Med.load: 116
Max.load: 175
Over head: 175 (max load)
Off ground: 350 (max load x2)
Push/drag: 875 (max load x5)

[/spoiler]


@Eric, I like your thinking of Solvi's post game development, with my female shadar being part of the group it would make easier for Solvi to be an ambassador. I see you going with the channeler, what variaty are you looking at? I leaning to making a channeler myself focussed on powers.


Hope you don't mind a stranger joining the fun ;D

Was leaning towards Elrog myself, but that's ok, Eric seems to have that in hand.

If DarkOne goes with a channeler as well, I may go with a rogue.


@Darkone: I was thinking of the Hermetic tradition, like Solvi.

@Spazmodeus: Heh, not a stranger to me! BTW a rogue sounds like a useful class in this game IMO.


Never had the opportunity to play in Mightnight IRL, though I am definitely interested in playing.

I'll be familiarizing myself with the setting and system changes before I request a spot, since there are several others who obviously know it better.


Eric Swanson wrote:

@Darkone: I was thinking of the Hermetic tradition, like Solvi.

@Spazmodeus: Heh, not a stranger to me! BTW a rogue sounds like a useful class in this game IMO.

LOL, I guess not. ;)

Dark Archive

Eric Swanson wrote:

@Nightflier

After giving it some thought, I am intrigued by the idea of playing Solvi's daughter in this game. So many good dynamics here so yes I will officially select an Elorg (Shadar) Channeler to play.

While I have not firmly decided on this, I believe having the father a Shadar would make the most sense. I like the idea of having Solvi as an ambassador to the Shadowlands, although I am still working the details of the events leading to that out in my mind.

I will start working on the crunch for Solvi's daughter tonight and should get a rough outline posted then.

@DarkOne

Thanks for letting me play the Elorg here. My second concept (A snow elf Wildlander) has already been taken, he he.

OK, you have a choice here for her to be a) full-blooded Elorg, b) full-blooded Shadar or c) a mixed breed, which would be reflected in her racial abilities and appearance.

I do have some questions for you:

1) Do you intend her to be straight channeler or do you plan to have her take a level or two in some other, more combat oriented class?

2) What are your thoughts about Heroic Path?

3) What is your concept for this character? Do you plan to recreate Solvi, or will you go another way? Perhaps there is some friction between mother and daughter? Perhaps they belong to different arcane traditions?

4) Do you want her father to be one of the Shadar nobles, or commoner?

Dark Archive

Spazmodeus wrote:

Hope you don't mind a stranger joining the fun ;D

Was leaning towards Elrog myself, but that's ok, Eric seems to have that in hand.

If DarkOne goes with a channeler as well, I may go with a rogue.

Hi, Spazmodeus. You are more than welcome to join the game.

Dark Archive

heliopolix wrote:

Never had the opportunity to play in Mightnight IRL, though I am definitely interested in playing.

I'll be familiarizing myself with the setting and system changes before I request a spot, since there are several others who obviously know it better.

Party-size is limited to 9 players and we still haven't reached that number - so you are welcome to join. Feel free to ask any questions you may have.

Dark Archive

@All

Please bear in mind that Stranger in a Strange Land option is still available for one of the characters. This is nice for players who are not familiar with the setting.

Dark Archive

@Krisam

I'm waving literacy rule, so you may use standard PF rules for languages.

You start with 0 FP. You gain them during the game at my discretion. I usually give them when players solve something, when they have a strike or luck etc.


Hey nightflier, good to hear from you again! I am definitely up for another Midnight game. I hope your internet access issues have resolved themselves, as that was an unfortunate impediment to maintaining the flow of the game last time I was with you.

I can't access your new house rule document from work, so I will have to wait a few hours until I get home and have a chance to look it over.

As for character ideas, two spring to mind. One would be a dwarven defender (since midnight Dwarves are seriously badass, though dwarg would be another possibility). The other idea would be to retrograde Vikturian back to level 1, as I never really got to play him and loved the concept. For those who weren't there, he was a Elorg channeler/fighter, very much like a PF Magus. As he was never seen in action, it would be easy to say he was level 1 at the time and is the same man that was seen briefly back then. Let me know if you think that it might work, or if you'd rather I do something else in order to avoid either a glut of channelers or of Elorg.

I had another midnight character in another game that might be fun to recreate as well; he was an Erenlander Fighter with the Giantblooded heroic path. He ended up using a pair of Large bastard swords in combat, one in each hand. He was a fun, mostly mechanical concept, but I didn't get to play him for long before that particular game died out.

Dark Archive

I really like the dwarf idea, since this party seems to be elf-heavy, and I do like Erenlander idea. Although, perhaps Dorn or dworg would be better choice story-wise? I'd very much love to have magus-like character in play, but not as elf or elorg. If you are open to suggestions, I would recommend something unorthodox: Morgral. Morgral is essentially my response to dhampir race. They are quite similar to dhampirs, but they have certain other abilities. For story reasons, I'd like that one character takes Beloved of Death heroic path. In the previous game, Ilona had it. If this is interesting to you, I'll post a link to Morgral race and Beloved of Death later tonight.


Thanks, I do want to play.

My basic concept is snow elf barbarian, with fighting knives, wolfbrother trait, and Ironborn or Warg heroic path. I plan to take the immune to arcane healing flaw, so could be Beloved of Death, as well.

He was a runt, the frail twin born after his much stronger sister, and not expected to survive.

Some questions:

Snow elves get favored class bonuses when berserkers or wildlanders. Are 'berserkers' fighters with the berserker warrior way, or barbarians, or both?

Does the snow elf off hand TWF penaly reduction (halved) stack with the ambidexterous TWF penalty reduction(-4) when using fighting knives in either of the following ways? IE, which is applied first?

TWF with fighting knives: Main/Offhand

Way 1: Snow elf first.
Normal: -6/-10
Off-hand light: -4/-8
Snow elf: -4/-4
Ambidexterous: -0/-0
TWF: -0/-0

Way 1: ambidexterous first.
Normal: -6/-10
Off-hand light: -4/-8
Ambidexterous: -0/-4
Snow elf: -0/-2
TWF: -0/-0

I ask, because the Two-Weapon Fighting feat becomes simply a prerequisite for the higher TWF feats under the first way, and provides only an off-hand penalty reduction in the second case. I'll be taking TWF either way, just looking for clarification.

Do snow elves (or other subraces) get all the basic abilities of the parent race (elf, in this case), with the similarly named sub-race abilities replacing the parent race ones?

EDIT: Were you in the Aviona PbP? Your avatar seems familiar, and your Fighter Talents remind me of those in Kirthfinder.

Dark Archive

Well, for one - there is no barbarian. I've rolled barbarian into fighter. To emulate barbarian you need to take Berserker warior's way and then Rage talents.

Second question, they stack. You first apply racial bonus and then trait bonus.

Third, subraces gain all the basic abilities of the parent race, and similarly named abilities are added to those of the parent race. For instance, all elves gain Martial proficiency with bows; Erunsil keep that and gain fighting knives as well.

Four, yes I was. I started creating "talented classes" a bit before, though. In fact, my original inspiration was Skills & Powers from the times of AD&D. But I used a lot of Kirth's stuff, adapted for my games.

Now, having said all that, could you please wait a bit with your character? I'm starting to fear that we have too many elves in the party. Just give me a moment to make a list of players and character concepts, and then we'll see.


hmmmm... I guess hermetic is out then. Let me think more on the channeler.

Edit: I take up the healer role by taking the Naturalist Channeler ??? Elf.

Dark Archive

Okay, so far we have:

High Duke - Erenlander Fighter
Eric - Elorg (Shadar) Channeler
Scranford - some kind of martial character?
Krisam - Ryarkaelin Nelnaereth female elf (Caransil) wildlander 1
Dark One - channeler or rogue
Spazmodeus - rogue?
heliopolix - Erunsil wildlander?
Vikturiun - magus-like character/dwarf defender/Erenlander fighter?

So far 8 character proposals. I must say that I like it, since we had 8 players in previous Midnight game. I will make room for one more, if someone shows up.

Right now, it looks like most of the party is going pointy-eared. I am giving Eric and Krisam their characters since they were first with concepts. I do not insist, but I would strongly encourage other players not to choose elves as their characters. I will allow other races (not included in my document) as substitutions. Of course, I am talking about races that fit the proposed concepts. For instance,

Heliopolix, there is this piece of text in Midnight CS:

The Wildings

While the few brave souls that have been beyond the remnants of the Fortress Wall tell tales of the wildings, there is little real evidence they even exist. The stories claim these utterly savage people are more wild animal than human and that they can change into fearsome beasts at will. They are said to have no tongue but grunts and howls, and that they hunt in packs, surviving off orcs they kill with nothing but their teeth. In truth, the wildings were once of the Northman race from the village of Hommen, several hundred miles north of Bastion. In the widespread warring that closed the Second Age, the village was abandoned to the orcs by the garrisons defending the Fortress Wall. Desperate to survive, and faced with certain annihilation by Izrador’s armies, the villagers entered a pact with another dark power. An ancient spirit of the Marches, a demonic manifestation of all that is savage and wild in the beasts of the north, made a dire offer of salvation—and the villagers accepted. Each villager was blessed with the strength, speed, and instincts of the northern wolf, but each was also cursed with its form. Able to range the Marches at will, hunting and surviving as a people, the villagers were cursed to wear the form of the wolf every night from twilight to dawn. Now, safe from the orcs but damned to a bestial half-life, the descendants of the original villagers have become the wilding race—a lycanthropic people forever roaming the Vale, forever hunting the orcs they believe are responsible for their fate.

This became the basics for the Shadowland race called Varyags. Perhaps this would suit your concept.

@All

I am very much willing to go above and beyond what is provided in my basic rules in order to help you achieve what you set out to with your characters, but I need your help to tell the story I want to tell.

Dark Archive

DarkOne the Drow wrote:

hmmmm... I guess hermetic is out then. Let me think more on the channeler.

Edit: I take up the healer role by taking the Naturalist Channeler ??? Elf.

I don't mind you playing hermetic, but I'd very much like for you not to play the elf. Of course, if you insist - go for it. But I'd like to mention that Sarcosans are great choice for hermetics. Also, I'd allow tiefling if you want to go that way.


I suppose given the presence of the veil that trapped all the outsiders within Erethor you would end up with Aasimar and Tieflings as a result; maybe even more than there would be in a typical setting as you now have outsiders being forced to associate with mortals.


Oh! Midnight! I have wanted to play this again sooooo much. Would you be interested in another, Nightflier?

Please?
Please?!
PLEASE? :-)


Nightflier,

Haven't been able to find info on Stranger in a strange land or Beloved of Death.

Could you elaborate please.


Definitely seeing the party build already, there seems to be no healer type in, and there seems to be a magus and hermetic already, so I be going with my 2nd choice channeler, the naturalist. I sure can work on a good support role character.

I never liked dwarves or halflings, and generally find humans rather boring ( maybe too close to reality ). So ending up with elves to choose from, unless you have something else that would go with a naturalist.

Not to worry about the background I sure will do my best to make it interesting.

Dark Archive

Vikturiun wrote:
I suppose given the presence of the veil that trapped all the outsiders within Erethor you would end up with Aasimar and Tieflings as a result; maybe even more than there would be in a typical setting as you now have outsiders being forced to associate with mortals.

My thoughts exactly. Midnight seems to be ripe with outsiders of all types - almost more than other settings.


DarkOne the Drow wrote:

Definitely seeing the party build already, there seems to be no healer type in, and there seems to be a magus and hermetic already, so I be going with my 2nd choice channeler, the naturalist. I sure can work on a good support role character.

I never liked dwarves or halflings, and generally find humans rather boring ( maybe too close to reality ). So ending up with elves to choose from, unless you have something else that would go with a naturalist.

Not to worry about the background I sure will do my best to make it interesting.

If you are going Naturalist, I might suggest you consider a Halfling or Elfling (Half Elf/Half Halfling). With the option to take a Wogren as a animal companion, they have a big advantage. Wogren are essentially wolves, but have an Int 6 instead of 2, and a natural ability to sense invisible spirits, which is very handy in this setting. Having an animal companion that is intelligent, and able to both understand and follow complex instructions as well as think independently is pretty much as good as having a cohort for free.

Dark Archive

Grand Moff Vixen wrote:

Oh! Midnight! I have wanted to play this again sooooo much. Would you be interested in another, Nightflier?

Please?
Please?!
PLEASE? :-)

You would be 9th player and you are more than welcome. :) After all, nine is suitably traditional number for a quest against the Dark Lord.

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