
Muni, Keeper of Memories |

So here's my unfinished post for my replacement for Sorok. I'm really angry because I just spent the last 3 hours finishing him only to try and save and have Paizo erase everything I just fixed/wrote. His backstory was pretty huge and when I write it again it probably won't be nearly so in depth or well explained. Grrrr.
This site is notorious for that. I highly recommend doing a quick "select all" and "copy" before attempting any post or character sheet update. That way if it gets eaten you can just try again.

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Guys, there are some changes to skills that I have decided to introduce to the game. I realize that it is a bit late, so I'll allow you additional week to change your skills and adapt to them. In the meantime, if it comes to skill checks, you'll roll ability checks instead. Here is the link to the Skills document.

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Duncan, your bone powers:
4. Dragon Eye: You gain Darkvision 60'
5. Draconic Aura: You gain Draconic Aura as bonus feat. (Dragon Magic, pages 16 and 86)
Warrior's Way: TOWER SHIELD SPECIALIST
4th: Burst Barrier (Ex): At 4th level, a tower shield specialist can use his shield to screen himself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).
8th: Tower Shield Specialist (Ex): At 8th level, when a tower shield specialist employs a tower shield in combat, he does not take the –2 penalty on attack rolls because of the shield’s encumbrance.
12th: Tower Shield Defense (Ex): At 12th level, while using a tower shield, a tower shield specialist gains his shield bonus against touch attacks.
16th: Push Back (Ex): At 16th level a tower shield specialist gains a free slam attack with his shield, at his highest BaB. This attack must be taken before or after regular attacks.

scranford |

Scranford, which archetype you decided to take for your warrior's way?
I'm thinking Mobile Fighter...I like Unbreakable, but Mobile just seems to fit better.
I've actually got a day with nothing to do tomorrow, so hopefully I can get everything done and ready to play.

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nightflier wrote:Scranford, which archetype you decided to take for your warrior's way?I'm thinking Mobile Fighter...I like Unbreakable, but Mobile just seems to fit better.
I've actually got a day with nothing to do tomorrow, so hopefully I can get everything done and ready to play.
Okay, you get first four Mobile Fighter's abilities at 4th, 8th, 12th and 16th level.
I'm not gonna give you any special powers right now, but something will awake in you during the game.

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Character updated with new rules.
You are OK, except equipment part. You can not begin the game with cloak and boots of elvenkind. Only perishable magic items and only those that you can make with appropriate feats and skills.
Your background is rather nice and you get a bonus feat for it.
What role have you envisioned for yourself? What are your goals? I need to know that in order to design your path. As an alternative, you can take a heroic path from Midnight books if you feel that is suits what you have in mind for the character better than what I could come up with.

Darren of House Redgard |

You are OK, except equipment part. You can not begin the game with cloak and boots of elvenkind. Only perishable magic items and only those that you can make with appropriate feats and skills.Your background is rather nice and you get a bonus feat for it.
What role have you envisioned for yourself? What are your goals? I need to know that in order to design your path. As an alternative, you can take a heroic path from Midnight books if you feel that is suits what you have in mind for the character better than what I could come up with.
Right, equipment changed, feat gained. The role I had envisioned for my character was a heavy offensive unit, but not one that necessarily used right away. His strategy is either to wait in ambush until he finds the prime target in an opposing force i.e. Legates, obvious commanders and using his speed to rush passed defenders and attack until they're dead then escape, while using guerrilla tactics or he hangs back during combat awaiting enemy support units, usually archers or spell casters and hit them hard during the confusion of combat before joining the front lines. If he's forced into standard melee he usually attempts to escape to come back later using hit and run tactics.
His goals are to deal as much damage to the shadows army as possible, to restore the lost honor of the Dorns and their ancestors by slaying as many of the traitor princes as he can, then finally to meet the false king of Erenland, Jahzir, on the field of battle and slay him to spit in the eye of the dark god.
Since we are beginning tomorrow, I'll save you the trouble of creating me a Heroic Path and use the Quickened Path.

Ilona Ebonblade |

Guys, there are some changes to skills that I have decided to introduce to the game. I realize that it is a bit late, so I'll allow you additional week to change your skills and adapt to them. In the meantime, if it comes to skill checks, you'll roll ability checks instead. Here is the link to the Skills document.
That impacts me greatly since a large number of my abilities use skills like intimidat aand provide bonuses to specifc skills. Introducing one or two new things at a time makes sense, but overhauling too much and making everything experimental at the same time tends to bog things down as everyone tries to learn the differences and often ends in failure.

Solvistania Elghreah |

Solvistania Elghreah wrote:What do you think about the skills?For some reason I cannot post in the game thread....Solvi rolled a '3' in that thread.
EDIT: OK I got it to go...whew
Like Duncan said, I think we should just add skills, like the Knowledge Lore and Endurance skills and see how it goes.

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I'm fine with most of the skills except the fusion between sense motive and bluff/intimidate. I would keep them apart at least from the sense motive as it contains more than reading people speech or innuendo. I would keep it wisdom dependant as before.
Okay, I'm gonna wait for others to have their say, and then I'll make a ruling.

Darren of House Redgard |

Honestly the skill endurance seems unnecessary. That's why we have things like fortitude and constitution checks. I agree with Gilian about the fusion of bluff/intimidate and the Sense motive, I'd vote to keep those separate. The rest is okay though.

Muni, Keeper of Memories |

Muni, have you had the chance to go through the new feats?
Not all of them. Life is extra hectic right now. I was cast in a movie and the rehearsal/shooting schedule is nuts. It wraps on sunday, so I'll be able to catch up on anything by then.
I have most of the character done, I just need to pick those feats and I need the path stuff you talked about.

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Okay, then. For now, I'm gonna use skills very lightly. I'm gonna call on you to make rolls modified only for appropriate ability scores, and then I'm gonna add the rest of modifiers. In the next day or two, I'm gonna review the skills and probably add at least two to the list: Herbalism and Charmcrafting. My goal is for those two to have greater value and impact than before.

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Back to the skills:
I like the idea of Primary and Secondary skills. Primary skills would be those of the greatest value to the adventurers, such as Perception or Heal. Secondary skills would be those that are really not essential for the game, but are nice to have for role play reasons; examples of those would be Perform and Profession.
In some ways, Knowledge skills may be considered to be Secondary skills as well. Same goes for Herbalism or Alchemy.
The standard skill system tends to be unfair towards some classes - especially wizards and other Int-based casters. They get 2 skill points per level, and they should be the repositories of ancient and obscure lore. In standard game that role is fulfilled by bards and Int-based casters have other things going for them anyway.
But in Midnight it's not so fun being a spellcaster. Also, there are no bards. The only skill-monkey class is rogue - but that is not exactly the ideal wise man/woman with answers to arcane and nebulous questions.
So, this is what I propose:
Skills will be restructured into Primary and Secondary skills. Essentially, those skills that require some down-time to be used will be designated as Secondary, and those that are applicable in the heat of the moment will be designated as Primary. Characters will get bonus skill points each level equal to their Int modifier, that can be used only for Secondary skills. Additional ranks in Secondary skills can be bought in normal way.
So, what do you think?

Darren of House Redgard |

That idea seems very intriguing to me. I can't even begin to count the number of times I sat there with character and was frustrated because the concept I had wouldn't work well because the skill set I wanted to choose wouldn't work with the number of skill points I was given, or because of a low intelligence modifier. Pathfinder has helped curb that quite a bit, but it was a glaring problem for 3.5.
This will help with character concepts without sacrificing our effectiveness. I say let's give it a try.

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@all
In case you were wondering why am I doing this: FFG doesn't plan to revive Midnight. They are too busy with their licensed games.
So, I've decided to create a compilation of all Midnight material in the form of one gigantic pdf file and print it for my gaming table, so that my players can have everything they need in one place.
On the other hand, a lot of Midnight specific crunch needs to be updated for Pathfinder. Now, I love Pathfinder - but there are some things that could be streamlined and there are many things that need to be adapted for Midnight. My goal is to create a comprehensive set of house rules that will cover all mechanical aspects of gaming in Midnight. That is a very long term project, but I think that the goal is worth the effort.
I'd like to hear your opinions of all the changes I've implemented. Hit point rules, classes, traits, races etc.

Gilian |

So, this is what I propose:
Skills will be restructured into Primary and Secondary skills. Essentially, those skills that require some down-time to be used will be designated as Secondary, and those that are applicable in the heat of the moment will be designated as Primary. Characters will get bonus skill points each level equal to their Int modifier, that can be used only for Secondary skills. Additional ranks in Secondary skills can be bought in normal way.
So, what do you think?
I quite like your separation between primary and secondary skills. I'm as well often frustrated by the lack of skill points which is why I mostly play classes with high skill points.
So let's give it a try.

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Muni, your heroic path. You have the option to take one from Midnight sources, if you don't like this one:
Level Ability
1 Lore Master
2 Bonus feat
3 Living Eidolon
4 Spirit Sight
5 Wisdom increase
6 Living Eidolon
7 Spirit Sight
8 Bonus feat
9 Living Eidolon
10 Wisdom increase
11 Spirit Walk
12 Living Eidolon
13 Spirit Sight
14 Bonus feat
15 Wisdom increase
16 Living Eidolon
17 Summon Ancestral Hero
18 Spirit Sight
19 Bonus feat
20 Wisdom increase
Lore Master: At 1st level, the chronicler gains the lorebook class ability of a hermetic channeler. He doesn’t have to have an actual book.
Bonus feat: Whenever you gain this ability, you must choose a feat among the spellcasting-related feats or you may take Skill Focus feat.
Spirit Sight: You see the world as spirits do. At 4th level you gain Darkvision 60 ft. At 7th level you gain Darkvision 90 ft. At 13th level you can see even in magical darkness. At 18th level you can see invisible creatures.
Living Eidolon: Your body is partly composed from the otherwordly mists from which spirits are made. You can mold it to your will. Whenever you gain this ability, you gain Evolved Familiar feat, except that you apply it to your body.
Spirit Walk (Su): You can become incorporeal and invisible. While in this form, you can move in any direction and pass through solid objects (see page 301 of the Pathfinder RPG Bestiary). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your character level, but you can end this effect prematurely as a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level.
Summon Ancestral Hero: Once per day you can summon Ancestral Hero of Dorns. The Hero serves your will 1 round per your character level plus the number of rounds equal to your Wisdom modifier.