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==RULES ERRATA & HOUSE RULES== === HOUSE: New DESTINY FEATS === To be awarded with the successful Battle for First-Hold (chapter 36). ::: <font color=darkred>'''Heart of Freedom'''</font> - ''(Eranon)'' :::: ''To reforge that which would not be…'' :::: '''Benefits:''' Resistance groups of any peoples or ideology work together better in your presence to fulfill the Eredanian dream. ::: <font color=darkred>'''First of the Free'''</font> - ''(Durgaz)'' :::: ''You are legend.'' :::: '''Benefits: '''Your example shows your people that there is a better way than to follow the Shadow. Where before you were a lone voice in the darkness, now your voice carries the light of hope. ::: <font color=darkred>'''Rest in Peace'''</font> - ''(Kyuad)'' :::: ''How does one find the Lost?'' :::: '''Benefits: '''In a radius equal to a half mile per level, undead are freed from their cravings and dependencies. ::: <font color=darkred>'''Prince Among Princes'''</font> - ''(Zal'Kazzir)'' :::: The proof of power is the essence of status. :::: '''Benefits: '''Amongst chaotic outsiders, you are seen as a peer of even the princes. ===HOUSE: Crit Deck=== [[Image:PZO3001 180.jpeg|frame| [http://paizo.com/gameMastery/accessories/v5748btpy7wv9 Paizo's GameMastery Critical Hit Deck]]] '''Usage House Rules''': Rolled a critical hit? Draw a card and apply the result! Each of the Critical Hit cards in this 52-card deck has four different results based on weapon type. Chop off a head, slice through a tendon, poke out an eye—crushing your enemy has never been this much fun. :: A character more than 5 levels lower than their opponent may not draw from the Crit Deck. ===HOUSE: [[Bribery & Gambling]]=== ===HOUSE: [[Slavery]]=== ===HOUSE: [[Crime Attitudes]]=== ===HOUSE: XP penalty for multiclassing=== ''(from d20 Conan by Mongoose)'' :: No XP penalty for multiclassing. Instead, characters with levels in a preferred class gain a bonus feat at 1st, 5th, and 10th class level. ===HOUSE: Bonus skill ranks from high intelligence=== ''(from d20 Conan by Mongoose)'' :: Bonus skill ranks from high intelligence can be used to buy a full rank in non-class skills, not a half-rank. ===HOUSE: channeling spellcasters extra spell learning=== :: Beyond the spells granted by Channeler levels and feats, channeling spellcasters can learn a number of spells equal to their casting ability modifier each character level. For the purposes of counting the total number of spells learned by a character, 0-level spells count as half a spell. ===HOUSE: TRUE NAMES=== ''(from Book of Exalted Deeds)'' :: ''(extended and Midnight appropriate from the rules in Book of Exalted Deeds p.32)'' <br> Each creature has a unique true name among the Words of Creation. No mortal is familiar with the countless true names of every creature in the world, no matter how extensively she has studied the Words. Nevertheless, a character familiar with the Words can research a specific creture's true name if she has access to "legend lore" and either "contact other plane" or "commune". :: Those seeking to contact other planes from Aryth find themselves having their mind travels into the spirit realm of Aryth rather than to another plane, where you interact with Eternal spirits rather than with extraplanar beings or deities. The caster chooses how “deep” into the spirit realm he wishes to travel, represented by the Planes Contacted column of the table included in the contact other plane spell description. The likelihood of receiving accurate answers and the probability/duration of Int and Cha decrease are as per the table; however, rather than suffering an Int and Cha decrease, a channeler that uses this spell and fails the Intelligence check suffers the listed decrease in Int, Wis, and Cha. :: Researching a true name is similar to researching a Channeller's Lorebook. It requires one week per 2HD of the creature and an expenditure of 1,000 vp per week. The character must cast (or have cast on her behalf) "legend lore" once each week, but the material component cost is included in the research cost. At the end of the research time, the researcher must cast "commune" (Divination, Clr 5) or "contact other plane" (Divination, Chnlr 5), paying the XP cost for "commune" if applicable. Following this research make a lorebook check (by finding an appropriate resource) with a bonus equal to your "Knowledge" check, using the specialty appropriate to the target creature's type (arcana for a construct or dragon, spirits for outsiders, and so on...). If successful, he gains useful bit of knowledge and insight regarding the true name. The channeler may not take 10 or take 20 on this check, since the information may simply not be available in the book, person or other resource. Retries are not possible. The DC for this check is 15 + the creature's Hit Die. If the check succeeds, the character has discovered the creature's true name. If it fails, the character must go through the research process again if she wants to keep trying. ====HOUSE: Use of a True Name==== ''(from Book of Exalted Deeds)'' :: Once a character has discovered a creature true name, she can exercise her power over that creature in a number of different ways. :::* Impose a -4 penalty on the creature's saving throws to resist a specific compulsion spell or effect. :::* Reduce the creatures spell resistance by 4 or reduce the amount of its damage reduction by 5. This reduction lasts for 1 minute. :::* Gain a +6 bonus on opposed Charisma check to compel service from the creature after summoning it with a planar binding spell. :::* Gain a +6 bonus to your Armor Class vs. the creature. :: Each of these actions requires a full-round action, which includes speaking the creature's true name and a binding incantation in the Words of Creation. Uttering the incantation deals 5d4 points of nonlethal damage to the speaker. the character and the creature do not have to be in the same area. :: '''NOTE''': Some creatures are more restrained by channellers and legates having their True Name. For Example: Courtesan Imps are known to be able to be bound to Channellers that find and bond them with the Imp's True Name. ===ERRATA: Polymorph=== (from WotC Wesite Errata, Dungeon Master's Guide, page 297) ::* Delete the paragraph beginning ''"Creatures that polymorph themselves with an ability . . ."'' ::* Replace the last three paragraphs with the following text: ::: ''"Unless stated otherwise, creatures can polymorph into forms of the same type or into an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin form. Most spells and abilities that grant the ability to polymorph place a cap on the Hit Dice of the form taken."'' ::* Polymorphed creatures gain the Strength, Dexterity, and Constitution of their new forms, as well as size, extraordinary special attacks, movement capabilities (to a maximum of 120 feet for flying and 60 for nonflying movement), natural armor bonus, natural weapons, racial skill bonuses, and other gross physical qualities such as appearance and number of limbs. ::* THEY RETAIN THEIR ORIGINAL class and level, Intelligence, Wisdom, Charisma, HIT POINTS, BASE ATTACK BONUS, BASE SAVE BONUSES, and alignment. ::* Creatures who polymorph keep their worn or held equipment if the new form is capable of wearing or holding it. Otherwise, it melds with the new form and ceases to function for the duration of the polymorph. ---- :: '''POLYMORPH - levels''': while both inherent to the single spell, polymorph has two levels of transformation. :::* '''POLYMORPH, Minor''': This allows the caster to transform into the new form as per the Polymorph rules but cannot advance the Hit Die or Levels of the creature, with no additional material component. :::* '''POLYMORPH, Greater''': To advance the polymorph form beyond it's natural form by Hit Die or Levels, the caster must have a piece of the polymorph form to use as material component. :: '''Relevent Knowledge check''': If a character wants to Polymorph into something he has seen he'll need to roll a relevent Knowledge check. '''DC10 + HD'''. ::: ''For Example: If the channeler wants to change into a Tiger (he saw Ahemia's), he'll need to roll a Knowledge (Animal) DC 16. And if she want to turn into a Wyverin it'd be a Knowledge (Dragons) DC 17.'' :::* A base success allows polymorphing into the creature's form, while each additional piece of "useful information" equates to a special attack or extraordinary ability, within the confines of the spell text. :::* Failing the Knowledge (x) roll does not necesarily mean that you do not Polymorph into the wanted creature... the caster that fails the roll might find that his chosen body is deformed and hindered in many ways (depends how much you fail the save by) and also (kust for the fun of it) it might be harder for the caster to return to his normal form. :::* Separating the knowledges, so instead of nature there will be: ::::* Aberration Type ::::* Animal Type ::::* Construct Type ::::* Dragon Type ::::* Elemental Type ::::* Fey Type ::::* Giant Type ::::* Humanoid Type ::::* Magical Beast Type ::::* Monstrous Humanoid Type ::::* Ooze Type ::::* Outsider Type ::::* Plant Type ::::* Undead Type ::::* Vermin Type ::::* Swarm Subtype ::::* No problems to Polymorph into a common humanoid race... unless you have not seen such race yet. :: '''Hit Point Loss''': Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead. :: '''Speaking While Polymorphed''': Forms that do not naturally speak, would require the Natural Spell feat in order to cast any spells at all while Polymorphed, or in order to activate any heroic path abilities requiring speech. While you can cast Tongues just prior to Polymorph, this only allows you to understand, not speak (For Example: Wyverns just can't make those syables). ===HOUSE: Feat=== ''(from Book of Unearthed Arcana)'' :: '''False Pretenses''' [Spelltouched] ::: Those who try to charm you get an unpleasant surprise. ::: Prerequisite: Exposure to charm or dominate spell. ::: Benefit: When you succeed on a save against a charm or compulsion effect, the character trying to charm or compel you believes that you failed your save. You can play along voluntarily if you wish to. if the charm or compulsion involves telepathic commands, you continue to receive them, although you aren't obligated to follow them. ===HOUSE: Feat=== ''(from Heroes of Battle)'' :: '''Extra Followers''' [Leader] ::: Your charismatic magnetism attracts even more followers to your banner. ::: Prerequisite: Cha 13, Leadership. ::: Benefit: You can lead twice as many followers as indicated for your leadership score (see DMG, p.106). ---- ---- ===Alignments=== * [http://en.wikipedia.org/wiki/Alignment_%28role-playing_games%29 Alignment]: Defined at Wikipedia. ===Spells=== * [http://www.fantasyflightgames.com/PDF/3.5%20midnightspelllist.pdf Midnight spells list], updated to 3.5 ed. rules * [http://darknessfalls.leaderdesslok.com/midnight_spell-list.htm Full spell list from ''Darkness Falls'' SRD site]
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