Nightflier's A Hope Reborn - Midnight Campaign Setting

Game Master nightflier


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Is it possible to have an ability of 22 or higher resulting from spending 16 point to get base ability of 18 and then adding racial bonus, trait bonus, and other bonuses?


Nightflier, would this option from your old rules still be available?

Nightflier's Changes to Midnight - Rules wrote:
Skilled Fighter: A fighter may choose to replace his Medium and Heavy Armor proficiency with a skill point progression of 6 + Int points per level.


I think Taemon'dow is done, other than choosing a Heroic Path and adding in any Noble lineage bonuses.

I ended up switching him to fighter, with the intention of going Berzerker at level 4. The fighter talents just end up fitting what I have in mind for the character better than what I could do with a Wildlander. He should be an effective switch hitter, being decent both up close or with a bow.


@nightflier.

Seeing you mentioned that I could use anything from the Blood of Angles, I decided to change from the normal Aasimar to the Plumekith, the Garuda-Blooded Aasimar. It is opening up other interesting ideas for the character.

In the description of Plumekith, they have wings and also have the Fly skill, yet no mention of the Flying speed. From the Garuda page, I see the Garuda have base speed of 30' walk, and fly 80' (good).

Lantern Lodge

DarkOne the Drow wrote:

@nightflier.

Seeing you mentioned that I could use anything from the Blood of Angles, I decided to change from the normal Aasimar to the Plumekith, the Garuda-Blooded Aasimar. It is opening up other interesting ideas for the character.

In the description of Plumekith, they have wings and also have the Fly skill, yet no mention of the Flying speed. From the Garuda page, I see the Garuda have base speed of 30' walk, and fly 80' (good).

It's an Advanced Race Guide feat: Angel Wings


Ya, unfortunately none of the Aasimar can fly by default. It is a possibility if you roll on the Aasimar alternate ability chart; you give up your spell-like ability for whatever's behind door number d100. Flight is a possibility on a roll of 99, but the chances of getting that are pretty slim (100 to 1 in fact).

The table is listed on the PFSRD page for Aasimar: Link


The wing feats in ARG seem to be for the Angelkin (Angel-Blooded), whom don't start off with wings. The Plumekith on the other hand begin with wings and have the Fly skill bonus of +2. Just lacking the information regarding fly speed and type.


They don't have a fly speed. They have small flightless wings that provide a bonus to the fly skill should they acquire the ability to fly through other means. That's it. If you want to be able to fly, you will have to look at one of the options above.


Ah, now I see. Thanx for the explanation. That can be a future ability to gain flight with the existing wings.

Lantern Lodge

You might be able to work something out with Nightflier. Would seem like a decent item for a Heroic Path or maybe you work out a tradeoff with other racial abilities. Gliding is treated as 3 RP in the ARG and 30 ft. flight with clumsy maneuverability as 4 RP (+2 for every additional 10 ft. and stepped maneuverability improvement). 3 RP is equivalent to giving up Celestial Resistance or the Spell-Like Ability. 4 RP would be more costly, like giving up both Skill Bonuses or one of the skill bonuses and going from the Flexible Ability Score modifiers (the +2/+2 to a more standard +2/+2/-2).

Dark Archive

Hey guys.

It was a really long day today at work, so I'll be answering your questions in more detail about this time tomorrow and I'll also provide Noble info for Taemon'dow.

For now, please let me know when you find things in the text that are not logical or simply feel wrong. I'll mark them and change them in the next iteration of the rules document.


Not really a text issue, but it would sure be nice if the house rules had bookmarks.

Lantern Lodge

Not to throw too many questions at you Nightflier after a hard day, but I'm curious about the Latent Treesinger trait. Might be something that fits with where I'm going, but I'm not sure if there is anything in the older material that builds on that or if its something you haven't worked out yet.


Here's another question :)
Alot of the Heroic paths and traits are specific to Aryth, I doubt you ever had reason to work up any for the Old Empire. Just wonderin' ;D


Krisam wrote:
Not really a text issue, but it would sure be nice if the house rules had bookmarks.

Yep, would make life easier. I kept missing one section of information.

@michaelane, I chose Plumekith mainly for the +2 Wis and +2 Dex with alignment of CG (don't want LG) and talons digits after I end up with the variant appearance. When adding the mechanics to my character, I saw in the appearance description that Plumekith comes with wings, to go with Fly skill (with a synergy Acrobatics). It just puzzled me that you have 2 skill bonuses for flying, and description of having wings, yet no flying speed. It would have been much nicer to add to the description of the wings that the wings are non-functional until you obtain the Angel Wings feat much later, and the Fly skill bonus is just dormant.

I got See Invisibility as a Spell-like Ability that can be changed to something else. So there is this option.


@nightflier or anyone else can answer

Do channelers follow the PF rules regarding 0-level spells, that is unlimited uses of selected cantrips/orisons.

In the MM2, page 126, under Magecraft it states: "Regardless of the tradition chosen, a character that gains the Magecraft feat gains knowledge of prestidigitation, three other 0-level spells of his choice, and one 1st-level spell of his choice. He may then cast a number of those 0-level spells per day equal to 3 + his spellcasting ability modifier."

Dark Archive

heliopolix wrote:
nightflier wrote:

@Heliopolix

If you want, you can use statistics for Varyag for your Wilding, or you can use Dorn, but exchange one racial ability for Beast Shape I 1/day.

The varyarg are cool, I'll use them, or if you only want one wilding, I'll use the Erenlander and let Grand Moff have it. Do they become wolves involuntarily at night in accordance with the wilding paragraph earlier, or has the generations since the pact bred that trait out? Also I couldn't find the stats for the bearded axe.

One aspect I was trying to work in was he was born without the ability to change or be magically healed. So he's crippled spiritually as well as physically. In a culture that values strength and brutality, he is a pariah.

He is deeply shamed of this (though he had no say in the way he was born, obviously), and wants more than anything to prove himself and be welcomed and accepted back into his clan. He originally set out to find a way to unleash the beat within, but the world is a harsh and unforgiving place and his ignorant quest has become a fight for survival. Outside the shelter and safety of his clan, he's had to resort to desperate measures just to get by; measures likely responsible for his current incarceration.

This is an excellent idea and I like it a lot. You can perhaps use a standard Dorn with Warg Heroic Path, which would simulate his efforts to become one with the beast.

Dark Archive

Eric Swanson wrote:

OK let's make it official: Solvi's Daughter will take the Beloved of Death HP.

BTW does anyone have any suggestions for what I should name her?

A typical Shadar female name would be Anwyn, with the meaning "Dark Beauty".

Dark Archive

DarkOne the Drow wrote:

@nightflier

Documentation error

I picked up two contradictions in your Traits section.
On page 1:
A character can have maximum of 1 Trait of Personal History, 2 Traits of Body and 2 Traits of Spirit.

Contradicts
On page 1 (Born on the Battlefield): Special: This Trait can be taken more than once, but different abilities must be chosen.

On page 2 (Child of Magic): Special: This Trait can be taken more than once, but different abilities must be chosen.

This is not a contradiction. The first is a general rule. The second is a rule that applies specifically to those traits.

Dark Archive

scranford wrote:
I noticed that a lot of the "skill ranks" seem to more closely reflect 3.5 instead of Pathfinder. Should we convert these or are they right... ie something said 8 ranks at level 1, and 2 ranks per level after that.

It's a wording problem. 1 rank equals 1 skill point. I'll change that.

Dark Archive

DarkOne the Drow wrote:
Is it possible to have an ability of 22 or higher resulting from spending 16 point to get base ability of 18 and then adding racial bonus, trait bonus, and other bonuses?

Yes it would be, although I urge you and everyone else not to create characters who start with attributes higher than 22.

Dark Archive

Taemon'dow wrote:

Nightflier, would this option from your old rules still be available?

Nightflier's Changes to Midnight - Rules wrote:
Skilled Fighter: A fighter may choose to replace his Medium and Heavy Armor proficiency with a skill point progression of 6 + Int points per level.

I'm afraid not. Now you have War College talent, which gives you one-time boost of 5 skill points, but you can take it multiple time.

Dark Archive

Taemon'dow wrote:

I think Taemon'dow is done, other than choosing a Heroic Path and adding in any Noble lineage bonuses.

I ended up switching him to fighter, with the intention of going Berzerker at level 4. The fighter talents just end up fitting what I have in mind for the character better than what I could do with a Wildlander. He should be an effective switch hitter, being decent both up close or with a bow.

Noble Fell

+4 Charisma, in addition to base racial modifiers.

Natural armor and bite attack increase by 1 category.

Darkvision: 60 feet

Undead: You have the undead subtype and its associated traits. You gain immunity to ability damage and drain, death effects, disease, energy drain, exhaustion/fatigue, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, and stunning. Your connection to negative and positive energy is reversed; that is, you are healed by negative energy and damaged by positive energy. You are immune to effects requiring a Fortitude save, but are susceptible to effects that target undead. You are not at risk of death from massive damage, but are immediately destroyed at 0 hp. You cannot be returned to life/undeath by raise deador reincarnate, and resurrectionand true resurrection return you to life as your original stock race. You do not breathe, eat, or sleep - if you don't want to.

Lifesense and Eater of the Dead bonus feats.

Eater of the Dead [Monster]
You can replenish your strength from the corpses of your
enemies.
Prerequisite:Corporeal undead
Benefit:As a full round action you may feed from the flesh of
a Tiny or larger corpse less than one week old. You consume
residual negative energy from their death along with the flesh
restoring up to 1d8+5 lost hit points. Each corpse can provide
this benefit a limited number of times based on its size. Any
undead using this feat on the corpse reduces the number of
times it can be used by any other undead for this purpose.

Corpse Benefits
Corpse size Uses
Tiny 1
Small 2
Medium 4
Large 8
Huge 16
Gargantuan 32
Colossal 64

Lifesense [Monster]
You can smell the living, and track them by their warmth and
heartbeats.
Prerequisite:Undead, Wis 13
Benefit:You gain lifesense to 60 feet, or increase an existing
lifesense ability by 60 feet if you already have it.

Dark Archive

Krisam wrote:
Not really a text issue, but it would sure be nice if the house rules had bookmarks.

For now, I will probably divide various sections (Races, Classes, Feats...) into separate files so that you can find what you are looking for more easily. Once I complete the rules, I'll add bookmarks - but I suspect I am very far from that.

Dark Archive

michaelane wrote:
Not to throw too many questions at you Nightflier after a hard day, but I'm curious about the Latent Treesinger trait. Might be something that fits with where I'm going, but I'm not sure if there is anything in the older material that builds on that or if its something you haven't worked out yet.

It certainly fits your concept. It gives you access to feats that emulate elven racial archetype Treesinger. You gain access to Plant Bond, available at 1st level, and Plant Shape, available at 4th level. These work exactly like the abilities provided by Treesinger archetype. I may create additional feats available at higher levels.

Dark Archive

Spazmodeus wrote:

Here's another question :)

Alot of the Heroic paths and traits are specific to Aryth, I doubt you ever had reason to work up any for the Old Empire. Just wonderin' ;D

No, I haven't - but I may do so now if needs be. :)

Dark Archive

DarkOne the Drow wrote:

@nightflier or anyone else can answer

Do channelers follow the PF rules regarding 0-level spells, that is unlimited uses of selected cantrips/orisons.

In the MM2, page 126, under Magecraft it states: "Regardless of the tradition chosen, a character that gains the Magecraft feat gains knowledge of prestidigitation, three other 0-level spells of his choice, and one 1st-level spell of his choice. He may then cast a number of those 0-level spells per day equal to 3 + his spellcasting ability modifier."

Midnight rule stands.


nightflier wrote:
Midnight rule stands.

Thanx for clarification, and allowing up to 22 for ability scores.

@nightflier, would you allow flying ability (see option 99 on replacement table) instead of See Invisibility spell-like ability?

@everyone, do you guys think I should stick with See Invisibility or go with flying ability if allowed.


Where does the adventure begin, and what type of prison are the adventurers in? I want to choose the race sub type for the cultural aspects of the background.

Dark Archive

No flying at 1st level. One of the things that are challenging in Midnight is that teleportation doesn't work - and even other mods of fast transport, such as flying, should be limited. Perhaps one of the goals of your character can be a discovery of the power of flight?


Great, a goal of life to get the wings stronger for natural flight. Already working it into background.

Lantern Lodge

nightflier wrote:
michaelane wrote:
Not to throw too many questions at you Nightflier after a hard day, but I'm curious about the Latent Treesinger trait. Might be something that fits with where I'm going, but I'm not sure if there is anything in the older material that builds on that or if its something you haven't worked out yet.
It certainly fits your concept. It gives you access to feats that emulate elven racial archetype Treesinger. You gain access to Plant Bond, available at 1st level, and Plant Shape, available at 4th level. These work exactly like the abilities provided by Treesinger archetype. I may create additional feats available at higher levels.

Gotcha, that does sound intriguing and might have a way to tie it with the Whisper. Would each level-based ability require a feat? I'll see where I can take that. Also, are you open to characters beginning at ages older than Adulthood?


nightflier wrote:
Spazmodeus wrote:

Here's another question :)

Alot of the Heroic paths and traits are specific to Aryth, I doubt you ever had reason to work up any for the Old Empire. Just wonderin' ;D
No, I haven't - but I may do so now if needs be. :)

Don't worry about it, there's a couple HPs that are generic enough that will serve.


I see Aasimars are 4x older than humans at the various ages of maturity. Would it be true for non-human Aasimars?


Spazmodeus wrote:
nightflier wrote:
Spazmodeus wrote:

Here's another question :)

Alot of the Heroic paths and traits are specific to Aryth, I doubt you ever had reason to work up any for the Old Empire. Just wonderin' ;D
No, I haven't - but I may do so now if needs be. :)
Don't worry about it, there's a couple Heroic Paths that are generic enough that will serve.

Luckily for us there is plenty time to make custom HP, feats, adjustments to classes, etc as we are all 1st level characters. The 1st ability of the Heroic Path can be from a standard one.

For me the big destiny choices comes at 3rd level when the traditions kick in.

Lantern Lodge

I'm 90% sure I'm going with the Naturalist tradition, but I am curious whether you have any plans to add more tradition gifts related to spirits (vs. undead) to the Spiritualist tradition. There are aspects of the Spiritualist tradition that seem very fitting, but while the talents of that tradition are closely aligned with spirit control, the gifts feel like a necromancer with the heavy undead emphasis.

Dark Archive

DarkOne the Drow wrote:
I see Aasimars are 4x older than humans at the various ages of maturity. Would it be true for non-human Aasimars?

Use standard human starting age.

Dark Archive

michaelane wrote:
nightflier wrote:
michaelane wrote:
Not to throw too many questions at you Nightflier after a hard day, but I'm curious about the Latent Treesinger trait. Might be something that fits with where I'm going, but I'm not sure if there is anything in the older material that builds on that or if its something you haven't worked out yet.
It certainly fits your concept. It gives you access to feats that emulate elven racial archetype Treesinger. You gain access to Plant Bond, available at 1st level, and Plant Shape, available at 4th level. These work exactly like the abilities provided by Treesinger archetype. I may create additional feats available at higher levels.
Gotcha, that does sound intriguing and might have a way to tie it with the Whisper. Would each level-based ability require a feat? I'll see where I can take that. Also, are you open to characters beginning at ages older than Adulthood?

No. Only 2 feats, that will scale with levels. I will probably do a write-up soon. Most certainly before you reach 2nd level.

Dark Archive

DarkOne the Drow wrote:
Where does the adventure begin, and what type of prison are the adventurers in? I want to choose the race sub type for the cultural aspects of the background.

I'm sorry, but I can't reveal that before the game starts.

Dark Archive

michaelane wrote:
I'm 90% sure I'm going with the Naturalist tradition, but I am curious whether you have any plans to add more tradition gifts related to spirits (vs. undead) to the Spiritualist tradition. There are aspects of the Spiritualist tradition that seem very fitting, but while the talents of that tradition are closely aligned with spirit control, the gifts feel like a necromancer with the heavy undead emphasis.

I plan to add more both gifts and talents - although not any time soon.

Lantern Lodge

nightflier wrote:
michaelane wrote:
I'm 90% sure I'm going with the Naturalist tradition, but I am curious whether you have any plans to add more tradition gifts related to spirits (vs. undead) to the Spiritualist tradition. There are aspects of the Spiritualist tradition that seem very fitting, but while the talents of that tradition are closely aligned with spirit control, the gifts feel like a necromancer with the heavy undead emphasis.
I plan to add more both gifts and talents - although not any time soon.

No problem. I'll go ahead and see about working out a Naturalist build then.


@Nightflier - Point of clarification on Rogue Bonus Feats - Are the feat prerequisites in effect for these feats? In other words, can I select Deflect Arrows without having Improved Disarm first? Or Improved Steal without Combat Expertise? I'm assuming no, but thought I'd ask, since it's not explicitly stated either way.


@Nightflier - Also, should I assume that where you've not listed specific changes, the original Midnight rule stands? For example, you don't list HD, weapon proficiencies, etc. for Rogues.


nightflier wrote:
DarkOne the Drow wrote:
Where does the adventure begin, and what type of prison are the adventurers in? I want to choose the race sub type for the cultural aspects of the background.
I'm sorry, but I can't reveal that before the game starts.

Oki, what elf sub type would be the closest to the prison, so I can finish creating the background, and give character a name, then be able to create character profile here.


@Nightflier - Another ambiguity: Under Sneak Stab, it says:

Benefit: A rogue focuses her ability to deal sneak
attack damage with daggers and similar weapons to such a degree
that she can deal more sneak attack damage with those
weapons at the expense of sneak attacks with other weapons.
When she makes a sneak attack with a dagger, or a similar
weapon she uses d8s to roll sneak attack damage instead of
d6s.

While doing d8 damage with daggers "and similar weapons" (which is vague by itself) is certainly "more damage," you don't list what the game effect of "at the expense of sneak attack damage with other weapons" is. One might assume that the character with this talent can't do any sneak attack damage with any other weapons, or one might suspect the sneak attack dice for other weapons is d4s, it's not clear.

*Edit* On re-reading, "at the expense of sneak attacks with other weapons" is relatively clear. *headdesk* never mind.


A similar question to i.jason on feats; you mentioned at one point that you were using a variant version of the Power Attack feat, but Power Attack is not listed in your document.


nightflier wrote:
A typical Shadar female name would be Anwyn, with the meaning "Dark Beauty".

OK I like that name, I think I will use it. Anwyn it is.

An update: I am nearly finished with Anwyn, and should have a profile posted for her by Monday. I am sure I will continue tweaking her some before the actual game starts.

Nightflier, I was thinking of possible mania for her and one idea I had was a fascination with her hair. She would be constantly combing it and playing it continuously, even using Prestidigitation to change it to various colors.

What do you think?


Just a general question: does anyone have a list of Midnight-appropriate Gnome names/naming conventions?


My character's name is Lantesh. A variation on a name I saw in a TV show. I am working on both the crunch and the background currently. I will have more sometime Monday. I have a job interview that morning.


Grand Moff Vixen wrote:
My character's name is Lantesh. A variation on a name I saw in a TV show. I am working on both the crunch and the background currently. I will have more sometime Monday. I have a job interview that morning.

Good luck on the interview! Assuming a few answers come this weekend, I should have most of my character ready by sometime Monday as well.

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