
Taemon'dow |

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.

DarkOne the Drow |

@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).

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@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

Taemon'dow |

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

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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).

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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.

DarkOne the Drow |

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.

DarkOne the Drow |

@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."

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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.

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@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.

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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.

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

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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.

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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.

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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.

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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.

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@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.

DarkOne the Drow |

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.

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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?

Spazmodeus |

Spazmodeus wrote:No, I haven't - but I may do so now if needs be. :)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
Don't worry about it, there's a couple HPs that are generic enough that will serve.

DarkOne the Drow |

nightflier wrote:Don't worry about it, there's a couple Heroic Paths that are generic enough that will serve.Spazmodeus wrote:No, I haven't - but I may do so now if needs be. :)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
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.

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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.

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

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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.

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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.

i.jason |

@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.

DarkOne the Drow |

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.

i.jason |

@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.

Eric Swanson |

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?

i.jason |

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.