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Str 17
Dex 16
Con 16
Int 14
Wis 12
Cha 7
Hit Points: 13 [10 + 3 con]
AC 15 [+1 class bonus, +3 dex, +1 dodge], Touch 15, Flat 11
Initiative: +3
BAB/CMB/CMD: +1/+4/+7
Speed: 30 ft
Saves: Fort +5, Ref +7, Will +3 (+2 vs. spell/spell-like)
Weapons:
Primary hand: Urotek Hatchet AB +2 DMG 1d8+3
Secondary hand: Light Hammer or Dagger AB+2 DMG 1d4+2
Unarmed Strike AB +5 DMG 1d6 +3 (or AB +3/+3 DMG 1d6+3/1d6 +2)
Feats:
Two Weapon Fighting (lvl 1)
EWP: Urotek Hatchets (Steelblooded bonus feat)
Dodge (Defender bonus feat)
Improven Unarmed Strike (Defender class feat)
Steelblooded Heroic Path:
Bonus Feat
Racial and Class Abilities:
Favored class (Defender)
Darkvision 60ft
Masterful Strike 1d6
AC bonus +1
+2 bonus saving throws
Natural Mountaineer
Skills [4 Defender +2 int +1 favored class]
Acrobatics +7 [1 rank, +3 class, +3 dex]
Climb 9 [rank 1 +3 class, +3str, +2 racial]
Knowledge (local) +6 [1 rank +3 class +2 int]
Knowledge (shadow) +6 [1 rank +3 class +2 int]
Perception +5 [1 rank, +3 class, +1 wis]
Sense Motive +5 [1 rand +3 class +1 wis]
Stealth +7 [1 rank, +3 class, +3 dex]
Languages: Old Dwarven, Clan Dwarven, Orcish, Traders Tongue
Equipment:
Travelers outfit, Backpack, Bedroll, Waterskin, trail rations (7 days) whetstone, sack chalk x3, 1/5 lb of soap, Uroteck hatchet, light hammer, dagger
I'll post a history on him with his avatar.
Edit: I just noticed how little vp defenders start off with and need to make a couple changes to reflect that (such as not starting with two Urotek Hatchets and therefore not needing EWP in them.
2nd edit: Taken care of.

Doomed Hero |

One other thing - are you interested in playing gestalt characters, or do you want to go with single class?
On one hand, I think Gestalt characters offer a great deal more versatility and options to create the kind of character you want to play, on the other hand, in a large group like this, there's definitely a likelihood of niche cross-overs and stepping on each other's toes.
That being said, I'm more inclined to go with gestalt.

Eric Swanson |

nightflier wrote:One other thing - are you interested in playing gestalt characters, or do you want to go with single class?On one hand, I think Gestalt characters offer a great deal more versatility and options to create the kind of character you want to play, on the other hand, in a large group like this, there's definitely a likelihood of niche cross-overs and stepping on each other's toes.
That being said, I'm more inclined to go with gestalt.
Man, I hate to disagree with you, but I think gestalt classes ruin the flavor of Midnight setting. Plus, many classes don't exist so there would definitely be overlap.
Don't get me wrong, gestalt rules are nice, I should know I have 2 gestalt characters in Nightfliers games, but they don't fit here IMO.
Put me down as a NO vote.

Doomed Hero |

I think gestalt classes ruin the flavor of Midnight setting. Plus, many classes don't exist so there would definitely be overlap.
You have a point. I've just never been in a gestalt midnight game. Sounded interesting. I guess it all depends on the kind of story that we're looking for.

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List for now:
Eric Swanson - channeler, elorg
Hogarth - halfling (nomadic) rogue
TwiceBorn - barbarian, Dorn
Senmont - defender, dworg
Nostri - Caransil or Erunsil fighter
Izkrael - wildlander, Sarcosan
amertes - undecided class and race
scranford - Erunsil Wildlander
Doomed Hero - undecided class and race

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nightflier wrote:One other thing - are you interested in playing gestalt characters, or do you want to go with single class?I don't mind gestaulting Chops with a fighter. I'll get to work on that and have it ready tomorrow.
Please wait for the result of the vote. It's two for and two against right now.

Doomed Hero |

List for now:
Eric Swanson - channeler, elorg
Hogarth - halfling (nomadic) rogue
TwiceBorn - barbarian, Dorn
Senmont - defender, dworg
Nostri - Caransil or Erunsil fighter
Izkrael - wildlander, Sarcosan
amertes - undecided class and race
scranford - Erunsil Wildlander
Doomed Hero - undecided class and race
Can we include the heroic paths people have decided on? It'll help while I ponder.

Chops the Defender Dworg |

Chops the Defender Dworg wrote:Please wait for the result of the vote. It's two for and two against right now.nightflier wrote:One other thing - are you interested in playing gestalt characters, or do you want to go with single class?I don't mind gestaulting Chops with a fighter. I'll get to work on that and have it ready tomorrow.
I figured I would and gestault fighter/defender seems kinda pointless anyway. I am on the fence. With the heroic paths, it almost seems like dual-classing with just the regular rules. That said, I will leave my vote as for gestault.

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Elorg racial traits:
Same as universal elven traits plus:
* +4 Intelligence, -2 Strength, -2 Constitution: Elorgs are frighteningly intelligent, but frail and weak of body.
* 1 extra spell point per channeling class level
* Favored region: Veradeen
* Dark vision replaces Low Light vision
* Automatic languages: same as Snow Elves
* Elf and orc blood: For all spells and effects they are considered both elves and orcs
* Favored Class: Channeler
Elorgs are Ardherin's children. Perhaps not the children of his body, but certainly children of his mind. He created them in his breading pits using his foul magics to enable cross-breeding of orcs and captured Erunsil females. His goal was to create a race of near-elves skilled in magic and loyal only to him. His secrecy was his undoing. A raiding party of Dire Beasts and Erunsil wildlanders discovered the hidden breeding grounds and destroyed it, recovering the children and surviving mothers. They were surprised by the children's eyes, but said nothing - deciding to ultimately let the queen decide on their fate. She has taken the children under her wing and started to train them. They are one of the rare few who know the truth about the Ardherin. They consider him their father and hate him like only children can hate their unloving parent.
Elorgs are tall as wood elves, but even frailer than them. Their skin and hair are white as snow, same as with their Erunsil cousins, but their eyes are large and all of one color - blood red.

TwiceBorn |

I will vote against gestalt, if only due to the size of the party. I would have voted "yes" if the party consisted of fewer than 4.
I'll think up a concept over the next few days and will post it in a spoiler to the DM (I think knowledge of other PCs' backgrounds should emerge during play, rather than in the out of game discussion). After all, a big part of Midnight is the atmosphere of distrust -- only fools would share their origins with strangers.
I'll flip through the campaign book tonight to settle on a heroic path...
EDIT: are you using traits in this game? If yes, any guidelines on number, or will you assign traits based on background?

TwiceBorn |

One more thing... can I recommend starting with a relatively narrow focus for the story arc? Given how slow PbPs tend to be, and how player commitment and attrition can be problems (especially in larger games), I think it would be safer to not attempt anything too grand and epic with a new group...
Just my two cents worth...

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It seems to me that the consensus is no gestalt. Fine by me, guys. To be honest, our RL party was smaller than this one.
Now, the focus of this game will be pretty narrow in the beginning, so no worries there.
There will be traits and from several sources as well. I plan to allow Iron Heroes stuff. There are some great traits and feats there.
I will allow two traits per character but on case per case basis. That means that you can choose your traits from any source you want, and then I'll decide if that trait is acceptable. I know that it woulb be better if I could make a list of all available traits, but I don't have that much time right now.
When you are done with concepts, start to work on backstorry. I usually gve bonus feats if the backstorry is interesting and shows that the player is dedicated to his character and game world.

Solvistania Elghreah |

It seems to me that the consensus is no gestalt. Fine by me, guys. To be honest, our RL party was smaller than this one.
Now, the focus of this game will be pretty narrow in the beginning, so no worries there.
There will be traits and from several sources as well. I plan to allow Iron Heroes stuff. There are some great traits and feats there.
I will allow two traits per character but on case per case basis. That means that you can choose your traits from any source you want, and then I'll decide if that trait is acceptable. I know that it woulb be better if I could make a list of all available traits, but I don't have that much time right now.
When you are done with concepts, start to work on backstorry. I usually gve bonus feats if the backstorry is interesting and shows that the player is dedicated to his character and game world.
I would like to pick these 2 traits,
Also I have started the BG for her, and will finish it up later this evening.

Doomed Hero |

Alright, so I have a couple ideas for characters, but I wanted some input from the party and GM about which one sounded most appropriate to the game and most interesting.
Dornish Barbarian/Spiritual Channeler (necromancy and Divination schools). Haunted Path (from Tomb of Sorrows 2). Basically, he's a Death-Speaker (dornish death shaman, deals with ancestral spirits, burials, omens, taking down Fell, ect.). Has grown up with "the sight", sees spirits (Haunted feat from Ravenloft, gives limited See Invisibility) and has trouble telling the difference between the living and the dead. Talks to things no one else sees. Giant, creepy, norse-style death-priest, complete with ravens, wolves, and a small army of vengeful undead warriors.
Orc Fighter/Hermetic Channeler, Seer Path. Traitor Orc who, between his own abnormally high intelligence and the visions he gets, has figured out that Izrador has been fooling and using his people. He's now looking for a way to convert the Orcs away from Izrador's worship and weaken the traitorous god in any way.
Erenlander Legate, Angelic Path (use Demonblooded from Tomb of Sorrows 2, but swap alignment-based abilities). An aprentice Legate who has come in contact with a powerful source of celestial/divine magic and is now host to it. He's lost faith in Izrador because of what he's learned. (this one is trickier. The Pale legate PrC requires 5 levels of legate to get into. I you "go pale" before that, you just lose all your abilities and are basically just a crappier fighter. This one is dependent on starting at higher level, or some kind of GM caveat)
There's my ideas, any comments or thoughts?

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nightflier wrote:It seems to me that the consensus is no gestalt. Fine by me, guys. To be honest, our RL party was smaller than this one.
Now, the focus of this game will be pretty narrow in the beginning, so no worries there.
There will be traits and from several sources as well. I plan to allow Iron Heroes stuff. There are some great traits and feats there.
I will allow two traits per character but on case per case basis. That means that you can choose your traits from any source you want, and then I'll decide if that trait is acceptable. I know that it woulb be better if I could make a list of all available traits, but I don't have that much time right now.
When you are done with concepts, start to work on backstorry. I usually gve bonus feats if the backstorry is interesting and shows that the player is dedicated to his character and game world.
I would like to pick these 2 traits,
Also I have started the BG for her, and will finish it up later this evening.
In Midnight there are no gods but Izrador - so no to religion traits, sorry.

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There's my ideas, any comments or thoughts?
If you want, I'll let you play "white legate" - that is, a cleric with all of his powers, but not cleric of Izrador. If you think that you can pull it off, you can play a legate of White Mother. You'll loose domain powers and gain fighter BaB with long sword, and some trapped spirit instead of Astirax.

Solvistania Elghreah |

In Midnight there are no gods but Izrador - so no to religion traits, sorry.
Ok then how about Ease of Faith?

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nightflier wrote:In Midnight there are no gods but Izrador - so no to religion traits, sorry.Ok then how about Ease of Faith?
That works, but you should check out Iron Heroes if you have them. There are some nice traits there.

Pete the Runt |

Okay, my halfling will probably take the feats Dirty Fighter and Poverty-Stricken (although I'll take a look at Iron Heroes as suggested above).
The background I'm going with is that his tribe was attacked and killed/enslaved while he was off hunting by himself, and he was forced to fend for himself like a wild animal.

Doomed Hero |

Doomed Hero wrote:If you want, I'll let you play "white legate" - that is, a cleric with all of his powers, but not cleric of Izrador. If you think that you can pull it off, you can play a legate of White Mother. You'll loose domain powers and gain fighter BaB with long sword, and some trapped spirit instead of Astirax.
There's my ideas, any comments or thoughts?
No, that's not what I'm going for. the point was to play a "fallen" priest of Izrador. Also, I think being able to play a "cleric but not of Izrador" is sort of against the setting. I'd rather things like that didn't exist.
I'll just stick with one of the other two.

Solvistania Elghreah |

Solvistania Elghreah wrote:That works, but you should check out Iron Heroes if you have them. There are some nice traits there.nightflier wrote:In Midnight there are no gods but Izrador - so no to religion traits, sorry.Ok then how about Ease of Faith?
I will check it out, thanks!

Doomed Hero |

A note for Chops-
Steel and Shadow had some alternate class features for various races. The one for Orc or Dwarg Defenders looks nice for your character. Check out the very bottom of the linked page.
The link takes you to Darkness Falls which is basically the Midnight SRD, except it's for setting specific info.
For Nostri, there's also an alteration on the kink for Elven Fighters that you might like.

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nightflier wrote:Doomed Hero wrote:If you want, I'll let you play "white legate" - that is, a cleric with all of his powers, but not cleric of Izrador. If you think that you can pull it off, you can play a legate of White Mother. You'll loose domain powers and gain fighter BaB with long sword, and some trapped spirit instead of Astirax.
There's my ideas, any comments or thoughts?No, that's not what I'm going for. the point was to play a "fallen" priest of Izrador. Also, I think being able to play a "cleric but not of Izrador" is sort of against the setting. I'd rather things like that didn't exist.
I'll just stick with one of the other two.
Yes, I know. Although there are some interesting ideas in Fury of Shadow that I used in my game as the ultimate goal of the group. But, that is neither here nor there. All of your ideas sound great, perhaps especially doom and gloom northman.

Chops the Defender Dworg |

A note for Chops-
Steel and Shadow had some alternate class features for various races. The one for Orc or Dwarg Defenders looks nice for your character. Check out the very bottom of the linked page.
Thanks. I thought about that option, but didn't want to lose the skill points. But now that you brought that up, taking that option I can instead use the Ironborn heroic path. Decisions decisions.

Zafina |

I've got a start on Zafina's background, and wanted to run these two traits and a question by you.
Traits
Nomad: Horsemaster
Your people wandered the steppes on horseback, going where they pleased and robbing, herding, and conquering as they saw fit. You were born into the saddle.
Mechanics: You gain a +2 bonus to all Ride checks, as you have spent more time on horseback than on your own feet since you were born.
Horsemaster: Under your care, a horse becomes stronger, faster, and tougher than normal. Through a combination of exercise and training, you grant any horse that you own for more than a week a +2 bonus to Strength, Dexterity, and Constitution. This bonus fades if the horse leaves your possession for more than a week. Only one horse can gain these benefits at a time. (Source: Iron Heroes)
Carefully Hidden (Human)
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. (Source: Taldor, Echoes of Glory)
And as a Wildlander, do we use 4d4*10 or a Rangers 5d6*10 for vp?

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I've got a start on Zafina's background, and wanted to run these two traits and a question by you.
Traits
Nomad: Horsemaster
Your people wandered the steppes on horseback, going where they pleased and robbing, herding, and conquering as they saw fit. You were born into the saddle.
Mechanics: You gain a +2 bonus to all Ride checks, as you have spent more time on horseback than on your own feet since you were born.
Horsemaster: Under your care, a horse becomes stronger, faster, and tougher than normal. Through a combination of exercise and training, you grant any horse that you own for more than a week a +2 bonus to Strength, Dexterity, and Constitution. This bonus fades if the horse leaves your possession for more than a week. Only one horse can gain these benefits at a time. (Source: Iron Heroes)
Carefully Hidden (Human)
Your life as a member of an unpopular ethnic group has given you an uncanny knack for avoiding detection. You gain a +1 trait bonus to Will saves and a +2 trait bonus to saving throws versus divination effects. (Source: Taldor, Echoes of Glory)And as a Wildlander, do we use 4d4*10 or a Rangers 5d6*10 for vp?
Traits are fine, and you use wildlander's vp. Midnight is setting poor in resources.

Chops the Defender Dworg |

Chops the Defender Dworg wrote:Are RESILIENT TOUGHNESS and MOUNTAIN FOLK feats from Iron Heroes acceptable?Could you please copy the text of feats here?
Mechanics: You gain a +2 bonus to all Survival checks made in the mountains. In addition, you are steady on your feet from long hours spent walking along narrow paths. You gain a +2 bonus to any check or saving throw you make to keep yourself from being knocked prone.
You may select one of the following trait abilities as well:
Mountaineer’s Luck: If you should fall from any height, you immediately may make a Reflex save (DC 10) to grab hold of a ledge or similar outcropping (assuming such is available). Success means you stop falling and suffer no damage. You dangle in the air and lose your active bonus to defense until your next action.
Rock Hurler: You can throw rocks with unerring accuracy. You are proficient with them and treat them as thrown, two-handed, simple weapons with a 10-foot range increment. The stones inflict damage based on their size. Your DM judges the stone’s size by comparing it to other weapons. Normally, a Medium stone is large enough that a human must hoist it in two hands.
Picking up a stone to throw it is a move action.
Stone Size
Tiny Small Medium Large Huge Gargantuan Colossal
Thrown Stone Damage
1d2 1d4 1d6 2d6 3d6 4d6 6d6
Tough as Stone: The mountains have bred toughness and tenacity into you. You gain +3 hit points at 1st level and +1 hit point at each subsequent level.
You can overcome pain and injuries that would leave others in battered, defeated heaps. You have an almost superhuman capacity to fight through pain and ignore wounds.
Mechanics: As a full-round action, you can spend a num- ber of points from a reserve pool up to to your Constitution score to heal yourself. You can use this ability as many times per day as you want, but the total points you transfer cannot exceed your Constitution score.
Special: If you possess the Diehard feat, you may activate Resilient Toughness while disabled as a standard action.