Nightflier's A Hope Reborn - Midnight Campaign Setting

Game Master nightflier


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Remember we can't start with any possessions or animal companions or familiars.


Pathfinder Lost Omens Subscriber

I am kind of leaning towards Human, maybe a Dorn, but had an idea of a race perhaps crafted, either magically or by breeding, by some subgroup of people to be the "perfect physical specimen" Maybe you could put your fertile imagination to work, and we could come up with something human on the surface...but perhaps more...and less underneath.


DarkOne the Drow wrote:
Remember we can't start with any possessions or animal companions or familiars.

Right. Darn. Well, you could always make the character with the intention of picking up a companion at the first available opportunity.

Dark Archive

Spazmodeus wrote:

Nightflier,

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

Could you elaborate please.

Stranger in a Strange Land is a character concept common in fantasy and sci-fi literature. It describes a person transplanted from regular world to unusual surroundings. John Carter was Stranger in a Strange Land that was Mars. If someone would transport you or me into Golarion, we would be Strangers and Golarion would be Strange Land. There are several locations on Eredane (the continent where the game takes place) where the designers have placed a number of persons from other continents of Aryth (the world), specifically in order so that players can play characters not native to Eredane, and unusual in some way. I will allow one such character in this party.

Midnight CS:

"During the height of ocean trade, there were actually many foreign races that visited and resided in the Miraleen and especially in Alloduan. As trade diminished and their own homelands’ships came to Eredane less often, most of these peoples left. Those that stayed did so for personal reasons or because they were abandoned when ships from their nations stopped coming without warning. With the Exodus and the migration eastward to fight in or otherwise support the war against the Shadow, the population of the Miraleen has dropped significantly and many settlements are virtually abandoned. There are now only about 45,000 sea elves still living in the Miraleen. There are perhaps 5,000 elves from other parts of Erethor and roughly 2,000 southern Erenlanders and other, more exotic foreigners living in coastal Erethor, most of them war refugees. Though most of the foreigners abandoned in the Miraleen remain there, many—especially their descendants—have struck out to other parts of Eredane, either in a desperate gamble to find a way home or simply out of resigned curiosity. This historical source of exotic immigrants and expatriates allows DMs to include player character and non-player character races and cultures not described in the MIDNIGHT setting."

Beloved of Death is a Heroic Path created by me and tailor-made for a specific character and specific character concept. It is not suitable for most characters or even most players and I would allow it only for players who are quite familiar with the setting. Here it is:

Beloved of Death

Dark Archive

DarkOne the Drow wrote:
Remember we can't start with any possessions or animal companions or familiars.

True, but you can attract it later. I especially like the idea of halfling healer.


nightflier wrote:
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.

Thank you! I am going through the material you have presented. It may take me a bit of time to settle on an idea and make a character.

Are there any races that I should consider that are not listed in your document?

Dark Archive

scranford wrote:
I am kind of leaning towards Human, maybe a Dorn, but had an idea of a race perhaps crafted, either magically or by breeding, by some subgroup of people to be the "perfect physical specimen" Maybe you could put your fertile imagination to work, and we could come up with something human on the surface...but perhaps more...and less underneath.

Midnight's got you covered:

Favored Erenlander

The lucky and the cursed, these few are the result of breeding programs initiated by the legates to create new generations devoted to the Order. The goal of this effort is to create children with the best attributes for legates, regardless of their heritage and other traits. Most children that result from these efforts therefore have the blood of both the Dorns and the Sarcosans in them, creating strangely unblended physical appearances that have, in other Erenlanders, been softened by
generations of interbreeding.

More so than their bloodlines, however, these children’s
development is affected by the way they are raised. They
never know their parents, being separated from them at an
early age so that their only allegiance is to the Order and to
the dark god. They are granted the finest in education, hous
ing, and sustenance. The “larva,” as they are mockingly
called by the orcs, are given until the age of 10 to show evi
dence of talent at divine spellcasting. Those who do are then
given over to the Order for training and further indoctrina
tion. Those who do not shunted off into the system where
they seem best inclined. Some become servants to the traitor
kings or collaborators. The youths who prove capable with
arms and armor are often raised as bodyguards for legates or
other important personages. A very few are sent to the front
lines to aid the war effort, but these are as likely to be killed
and eaten by orcs out of boredom or hunger as they are to
meet their ends at an enemy’s hands.

Many of these grow up to be as corrupt and merciless as
their legate peers. Yet, even these feel some measure of hatred
for their former masters, or for those who were chosen for the
Order instead of them, or for the orcs and goblin-kin who tor
mented them…perhaps enough to turn against them and join
the resistance. Then there are those who are truly good at
heart, and wish to undo the evils that their peers were raised
to perform. Either group, being educated, skilled, armed, and
yet not indoctrinated heart and soul, are dangers to the dark
god’s domination, cast-off remnants of the war machine that
may yet rise up to haunt him.

This is from Destiny and Shadow. If you like this, we can use it as starting point. As an alternative, you could be one of Ardherin's experiments which escaped his stronghold after his death. Much depends on your choice of class and Heroic Path.


hmmm, really don't like halflings, so maybe the half-elf/half-halfling (or is that a quarterling). need to give this some thought.

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Grand Moff Vixen wrote:
nightflier wrote:
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.

Thank you! I am going through the material you have presented. It may take me a bit of time to settle on an idea and make a character.

Are there any races that I should consider that are not listed in your document?

I will allow asimar and tiefling as per PF rules. If Vic decides not to take Morgral (my version of dhampir) that is allowed as well - but only for one character. One character can take Stranger in a Strange Land option and play something outrageous (for instance, dragonborn), but I would like to keep that option for those who are not familiar with the setting. Wilding is an option, but I offered it to heliopolix. If he declines, it's available once more to everyone. Right now I'd prefer not to have more than 2 members of same race in the party, humans excluded. I'd suggest that you wait a bit until everyone decides what to play and then create a concept. If you have some great idea, I'm open to it. I planned to have additions to the rules, with new races, feats etc. I am willing to work a bit more in order to provide greater choice to my players. Additional races I can work into the game right now are: Highland Imp, kobold, munin (re-skinned tengu from Midgard CS)and Wilding/Varyag (essentially, lycanthropic Dorns).

Dark Archive

DarkOne the Drow wrote:
hmmm, really don't like halflings, so maybe the half-elf/half-halfling (or is that a quarterling). need to give this some thought.

Since we now have 9 players, I suppose that 3 elves would not be out of place. The thing is, elves are not ideal for healers because of their lack of constitution and because they don't have bonus to Wisdom. There are ways to circumvent this, but you'll get slightly weaker character that way.

Asimar is very viable option for healer in Midnight.

Dark Archive

Guys, it's late here and I'm a bit tired. So, I'm logging out. Please, feel free to ask anything you may like and I'll answer it first thing tomorrow.


Oki, let me think about asimar then. Would I just take the Aasimar (ARG 84) as is from the PF?

Going to be interesting bringing an aasimir into the game, considering the world had been sealed off for a long time already.


nightflier wrote:

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.

nightflier wrote:

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.

Thanks for all the feedback.

I was inspired to the original concept by the Latent Wolfbrother talent. Snow elves seemed interesting, but I have no problem playing another race. I do want to be from the north, so it seems Dorn, Erenlander, and the Wilding you posted are all suitable to my concept.

I'll keep working.


nightflier wrote:
Grand Moff Vixen wrote:
nightflier wrote:
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.

Thank you! I am going through the material you have presented. It may take me a bit of time to settle on an idea and make a character.

Are there any races that I should consider that are not listed in your document?

I will allow assimar and tiefling as per PF rules. If Vic decides not to take Morgral (my version of dhampir) that is allowed as well - but only for one character. One character can take Stranger in a Strange Land option and play something outrageous (for instance, dragonborn), but I would like to keep that option for those who are not familiar with the setting. Wilding is an option, but I offered it to heliopolix. If he declines, it's available once more to everyone. Right now I'd prefer not to have more than 2 members of same race in the party, humans excluded. I'd suggest that you wait a bit until everyone decides what to play and then create a concept. If you have some great idea, I'm open to it. I planned to have additions to the rules, with new races, feats etc. I am willing to work a bit more in order to provide greater choice to my players. Additional races I can work into the game right now are: Highland Imp, kobold, munin (re-skinned tengu from Midgard CS)and Wilding/Varyag (essentially, lycanthropic Dorns).

The races that catch my eye are tiefling, kobold and lycanthrope. I will play around with each of these to see what strikes my fancy. Keeping an eye on the thread to see what races are chosen. It may be a day or two before I pick my final selection.


Phew! A lot to think about ;)


Would it be all right to know the Black Tongue? In any case, I think I'll switch Trader's Tongue to something else.

I've made a few cosmetic adjustments to Rÿar as well, just FYI.


I appear to be a few hours late, but if there's enough interest for a second party/game, or room for a tenth character, I'd love to take a stab at a Gnome Rogue, possibly with the Charismatic (or maybe Healer) heroic path.

I like sailors and gnomish roguery, so even though Midnight is a new campaign setting for me to play in (I have the book - more reading to do), I think I can handle the character type. And besides, only someone who has no clue as to what's going on could be as optimistic as my character. :-)


i.jason wrote:

I appear to be a few hours late, but if there's enough interest for a second party/game, or room for a tenth character, I'd love to take a stab at a Gnome Rogue, possibly with the Charismatic (or maybe Healer) heroic path.

I like sailors and gnomish roguery, so even though Midnight is a new campaign setting for me to play in (I have the book - more reading to do), I think I can handle the character type. And besides, only someone who has no clue as to what's going on could be as optimistic as my character. :-)

*Headdesk* Chanceborn. Not Charismatic.


I decided on the Aasimar for my Naturalist Channeler. Even though both Halfling and Aasimar do not have the -2 Con penalty as of the elf, the Aasimar comes with a +2 Wis that is beneficial to the Naturalist Channeler. I do see non-human descendent is possible provided they are humanoid, though with no mechanical changes even if of small size. The +2 Cha would also be useful later with possible companion.

I just choose a region to take up some cultural influences.

For Aasimar favoured class options, would there be one or just standard HP or skill point.

Lantern Lodge

Throw me on your backup list Nightflier. I'm at our Director's conference this week and didn't get your PMs in time. If a spot opens, I'd love to play.

Dark Archive

DarkOne the Drow wrote:

I decided on the Aasimar for my Naturalist Channeler. Even though both Halfling and Aasimar do not have the -2 Con penalty as of the elf, the Aasimar comes with a +2 Wis that is beneficial to the Naturalist Channeler. I do see non-human descendent is possible provided they are humanoid, though with no mechanical changes even if of small size. The +2 Cha would also be useful later with possible companion.

I just choose a region to take up some cultural influences.

For Aasimar favoured class options, would there be one or just standard HP or skill point.

You can use everything from Blood of Angels.

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Krisam wrote:

Would it be all right to know the Black Tongue? In any case, I think I'll switch Trader's Tongue to something else.

I've made a few cosmetic adjustments to Rÿar as well, just FYI.

Yes it would.

Dark Archive

michaelane wrote:
Throw me on your backup list Nightflier. I'm at our Director's conference this week and didn't get your PMs in time. If a spot opens, I'd love to play.

Go ahead and create your character. I think that I'll run two games, since there is so much interest.

Dark Archive

@All

Since there are 11 interested players as of now, and I'll keep this recruitment for a while yet, we will probably have two parties and two games. Go ahead and create your characters, and I'll decide to which party you'll belong.

Dark Archive

This is what we have for now:

High Duke - Erenlander Fighter
Eric - Elorg (Shadar) Channeler
Scranford - Perfect Human?
Krisam - Ryarkaelin Nelnaereth female elf (Caransil) wildlander 1
Dark One - naturalist channeler
Spazmodeus - rogue?
heliopolix - ? wildlander
Vikturiun - magus-like character/dwarf defender/Erenlander fighter?
Grand Moff Vixen
i.jason - gnome rogue
michaelane - ?

Krisam, High Duke and Dark One, please go ahead and create profiles for your characters. Your concepts are completely accepted.

Eric, what have you decided to with Solvi's daughter? Do you want her to be straight Elorg, perhaps with some cosmetic changes, such as dark skin inherited from her father? Or do you want me to create an Elorg/Shadar hybrid?

Vik, what have you decided? Do I need to post my Morgral race?

Dark Archive

Another thing...

Since we'll obviously have two parties, I'd like to have another healer-type. So, those of you who haven't decided what to play, please consider it as a choice. If it proves that we lack one healer, I'll create DMPC who will serve in that role for one party.

Dark Archive

Here is link for Morgral race, my replacement for dhampir. Also, it seems I forgot to include pretty important feat.

Arcane Defense

Benefit: Choose one school of magic. You gain a +2 bonus to all saving throws against spells and effects of that school.

Dark Archive

Guys, I've divided you in two parties. This should help you decide on your races, classes and roles.

Party 1:

High Duke - Erenlander Fighter
Eric - Elorg (Shadar) Channeler
Scranford - Perfect Human?
Vikturiun - magus-like character/dwarf defender/Erenlander fighter?
Grand Moff Vixen
michaelane

Party 2:

Krisam - Ryarkaelin Nelnaereth female elf (Caransil) wildlander 1
Dark One - naturalist channeler
Spazmodeus - rogue?
heliopolix - ? wildlander
i.jason - gnome rogue

I'd like to finish the recruitment by Monday and finish character creation by the end of the next week.


@nightflier, you have links for Blood of Angels? I seem to only getting lyrics when googling.

I will still go with a female Aasimar. I work on character later this evening.

Dark Archive

Well, I have the book in dead tree variant, but you have all the crunch on http://www.d20pfsrd.com/


Pathfinder Lost Omens Subscriber

So I think Favored Erenlander Defender looks like the way to go. I'm thinking of taking the one hand disadvantage, as he other was eaten off before he could escape. I'll work on the character, and have him finished before the weekend is over. Basically great physically, and good instincts, but due to his upbringing not the most intelligent, nor the most sociable. Not really mean, just naive and socially unskilled.

Thinking Ironborn, or Painless...(Maybe Null) as my path, but still have to look at some of the alternate ones.


Ah, got it. Blood of Angels content is directly below the ARG content on the Aasimar page. I thinking of taking Healer Heroic Path, while the focus of Naturalist Channeler would go more nature based once reaching 3rd level.


nightflier wrote:

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?
/QUOTE]

After thinking about this for a while, I have some answers for you Nightflier.

1) I was toying with having her take a level in either Fighter or Rogue at 1st level. If it works netter story-wise I can have her be a straight Channeler.

2)After looking over the Heroic Paths, I have narrowed it down to two: Dragon-blooded or Charismatic. If you can think of a better suited HP, let me know though.

3)I wanted to play her as a rebellious daughter who wants to escape the confines of being trapped by her parents. She also would like to take the fight to the Shadow. Hanging around High Duke's character would be a good catalyst for this I think.

4) I think her father would be a Noble, who may have taken custody of Solvi after she was captured (?) by the Shadar. He then fell in love with her but she only feels affection for him. I also believe Solvi's daughter would be estranged from Solvi and would be on good terms with her father.

nightflier wrote:
Eric, what have you decided to with Solvi's daughter? Do you want her to be straight Elorg, perhaps with some cosmetic changes, such as dark skin inherited from her father? Or do you want me to create an Elorg/Shadar hybrid?

I think having her as a full blooded Elorg would work best with cosmetic changes like you suggested. Maybe the Elorg gene is a dominant one.


@nightflier

Seeing we using PF system for Midnight setting, and you have a nice conversion document already, I noticed that Naturalist Channeler is your own added tradition. What do I need to do regarding the spell lists as well be using PF spells.

I see plenty options from the Blood of Angels content, even some with no mechanical changes, just cosmetic effects for appearances. Would you be fine with a non-human Aasimar (side box mentions no mechanical effects, that is ignore all mechanical racial features of non-human humanoid)?

I also assuming 2 traits to be selected.


Rÿar all done, except for the extra feat if her backstory is accepted.


After much consideration...
What say you to an ifrit rogue from the Old Empire, utilizing the Stranger in a strange land ....is it a trait?

I see the powers that be in the Old Empire seeing the tendrils of corruption from the Shadow reaching their far shores and seeking answers a ship is dispatched with a number of envoys and spies. Unfortunately, the ship meets an untimely demise withing sight of land as one of Izrador's aquatic minions rises up and destroys it. My character washes up on shore ....the only survivor? Not sure what coast would be appropriate.

Dark Archive

DarkOne the Drow wrote:

@nightflier

Seeing we using PF system for Midnight setting, and you have a nice conversion document already, I noticed that Naturalist Channeler is your own added tradition. What do I need to do regarding the spell lists as well be using PF spells.

I see plenty options from the Blood of Angels content, even some with no mechanical changes, just cosmetic effects for appearances. Would you be fine with a non-human Aasimar (side box mentions no mechanical effects, that is ignore all mechanical racial features of non-human humanoid)?

I also assuming 2 traits to be selected.

Well, you use Channeler spell list from Midnight, but the spells are PF spells.

I would be fine with non-human asimar.

Dark Archive

Spazmodeus wrote:

After much consideration...

What say you to an ifrit rogue from the Old Empire, utilizing the Stranger in a strange land ....is it a trait?

I see the powers that be in the Old Empire seeing the tendrils of corruption from the Shadow reaching their far shores and seeking answers a ship is dispatched with a number of envoys and spies. Unfortunately, the ship meets an untimely demise withing sight of land as one of Izrador's aquatic minions rises up and destroys it. My character washes up on shore ....the only survivor? Not sure what coast would be appropriate.

It's not a trait and I really like your idea. Go for it.


For the background, the prison in which the party starts in and not knowing each other. Is there anything special about the prison or the prisoners held within. Also where is the prison located so I can get my character to the prison.

Edit

Or seeing we having 2 games, will the 2nd game have a different start?

Dark Archive

@Eric

1) I think that it works great, considering her half-Shadar origin and nature, especially Rogue. If right talents were taken, she could be Assassin Mage type of character, like Korlat from Erickson's Malazan novels, perhaps.

2) Solvi vas Dragonblooded initially, right? Since all Shadar are Shadowwalkers, perhaps a combination of those two paths? She is rather unique character - first of her kind - so I think that she should have unique Heroic Path. Charismatic is not best suited, since Elorg have substantial bonus to Int. Now that I think on it, she could be a sociopath and cold, clinical, highly intelligent killer, something like Dexter from TV show, perhaps? Just an idea...

3) I really like that idea.

4) Do you have my old rules? Since she would be raised by Shadar, she would have their weapon proficiencies instead of Elorg ones. i would suggest that she has dark skin like Shadar (black, purple, whatever) and white hair and solid red eyes like Elorg. Roll d20. On natural 1, she gets to be a noble and inherit some of her father's racial abilities.

OK, so tell me what you think of this, so that I can proceed.


nightflier wrote:

@Eric

1) I think that it works great, considering her half-Shadar origin and nature, especially Rogue. If right talents were taken, she could be Assassin Mage type of character, like Korlat from Erickson's Malazan novels, perhaps.

2) Solvi vas Dragonblooded initially, right? Since all Shadar are Shadowwalkers, perhaps a combination of those two paths? She is rather unique character - first of her kind - so I think that she should have unique Heroic Path. Charismatic is not best suited, since Elorg have substantial bonus to Int. Now that I think on it, she could be a sociopath and cold, clinical, highly intelligent killer, something like Dexter from TV show, perhaps? Just an idea...

3) I really like that idea.

4) Do you have my old rules? Since she would be raised by Shadar, she would have their weapon proficiencies instead of Elorg ones. i would suggest that she has dark skin like Shadar (black, purple, whatever) and white hair and solid red eyes like Elorg. Roll d20. On natural 1, she gets to be a noble and inherit some of her father's racial abilities.

OK, so tell me what you think of this, so that I can proceed.

1) OK then I will start at Rogue and then switch to Channeler.

2) Having a unique HP is a cool idea, as I did not see any that really fit her character. I do like the attributes you give her as well.

3) Sweet!

4) I believe I still have them, just not with me. I will look for them tonight and let you know if I can't find them. I will incorporate your suggestions into her appearance.

Noble?: 1d20 ⇒ 1 WOW! I'll be damned!


Congrats on noble roll. You definitely ending up with an unusual very interesting character.

I having a field day, just so many options to choose from from new naturalist tradition for channeler and the big collection of aasimar options. I think i going to have to put together all the talents, traditions, etc that is suitable for the naturalist channeler so I have a clearer picture was is available. Nice that animal companion is not a mandatory feature and of 1st level, so that it is still an option to have or not once reaching 3rd level where the main channeller type starts coming into it's own.

I will go with the tragic part of the idea I sent via PM, though other part is still a future possibility for interesting story going with the aasimar aspect. Just need an answer for the above post regarding the prison for the background. I have a few ideas floating around in my head.


nightflyer, are Noble variants a possibility for other races, as they were in your military campaign?

Party 1:

I'm Still not sure exactly what I want to play, but I can certainly be a bit flexible if it helps out our team. So, looks like our team will be:

Party 1: wrote:

High Duke - Erenlander Fighter
Eric - Elorg (Shadar) Rogue/Channeler
Scranford - Erenlander Defender
Vikturiun - magus-like character/dwarf defender/Erenlander fighter?
Grand Moff Vixen - tiefling, kobold or lycanthrope
michaelane

So, we have expressions of interest in a Fighter, a rogue/caster, and Defender, with two Erenlanders and a mixed Elf being the races settled upon. We have our melee fighters it seems, but could still use a healer for our team, and potentially a range fighter.

I had initially though of a Defender or fighter, but as those roles are taken, I don't think I'd want to double up on those classes. Defenders are a very cool class. Our group is no longer necessarily overly elven, so I could change stride and look at a Erunsil Wildlander, arguable one of the coolest elven ranger types from any setting. Icewood bows are incredible, though I suppose finding one could be an issue since we don't start with gear. This would also help to cover some of the skill monkey role, as the rogue will rapidly be transitioning to channeler.

Noble?: 1d20 ⇒ 1 Great, hope that now he doesn't just say no...


Nightflier, how would the lycanthrope work? Do you have a writeup? I have wanted to try something like this for a while now. If I decide that it is not for me I think I will fall back to a tiefling.

Dark Archive

OK, you can all go ahead and roll for noble characters. :)


oh boy!

1d20 ⇒ 2 so close!!


Pathfinder Lost Omens Subscriber

1d20 ⇒ 13 Closes eyes crosses fingers, and rolls a d20

Wait a 13 that makes me a very un-noble character :-)


Wow, possibly a noble Gnome? Inneresting. Survey says...

Noble? 1d20 ⇒ 10 Well, guess not. Which is fine for humble little ol' me... :-)


Noble roll: 1d20 ⇒ 19

Way off the mark, so far from noble, so close to 20 that could mean being a slave.

That is the way the dice roll....

Dark Archive

Party 1:

I believe that High Duke will go Fighter 1/Channeler 1, seeking to emulate paladin. He is busy at work these days, but I hope he'll post soon. He will also be taking one of the Heroic Paths that I need someone to take because of story reason.

The other Heroic Path that I need someone to take is Beloved of Death.

Vikturiun,

I've sent you an email with all current rules. I would very much like that you play Fighter/Channeler Morgral with BoD path, but I will not say no if you still decide to go with Erunsil wildlander.

Grand Moff Vixen,

I've planed to include Varyag race in my 1st rules expansion, so I'd need to do a write up. Originally, I intended for it to have several subraces correlating with major lycanthropic archetypes. I thought to wait on Blood of the Moon by Paizo, but there is an excellent article about playing werecreatures published in Dragon Magazine #313. You can easily find it online. Just google it. If that is not up to your taste, you can try something else. :)

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