- The rules say that the [Giantblooded] heroic path isn't open to dwarves. I'm fine playing a giantblooded Erenlander, but I'd really like to have that character a dwarf. It seems the main reason the rules say this is due to dwarves being mostly a small-sized creature, and the 'path eventually makes the character Large-sized. But, I really like the idea of a large dwarf, who looks like a more-burly version of Blob (remember that he was Large?) who gains most of his size from being thick.
Update: Giantblooded for this dwarf was allowed
- [Foundling] is a new heroic path from the Against the Shadow fansite. I'd like to choose this for my necromancy-focused channeler. Basically, the path is for a person who is born somewhat apart from reality. Less than totally alive. At level 20 the character becomes incorporeal, like a ghost, which isn't really something I'd look forward to necessarily, but it would drive the development of the character into a really neat direction. That's the main reason I like it so much. If not, second choice is Charismatic - but that will not develop the character's personality and such in the direction I'm really excited about.
Update: Foundling was allowed
- [Bloodletter] is a new heroic path from the Against the Shadow fansite. I thought this would be really strange but fun, for a dwarven barbarian. A very front-line fighter who acts as a literal meat shield, taking hits frequently and just barely scraping through. Very reckless and dangerously fun!
Note: This may be used for a future character (assuming a current character dies)
- Spells
- Spells from Libris Mortis
None of these have the [Evil] descriptor. They just happen to have a neat effect, and are from that book. I don't want evil spells. I don't really care about the spell being the same, but I like what these spells accomplish.
- Death Ward, Mass - makes more than one subject immune to death spells, negative energy drain, etc. (Note: death ward is a 5th-level spell in Midnight because it is normally available to druids at that level. So death ward, mass should be a 9th-level spell in Midnight, not 8th-level like it would be for clerics.)
- Ectoplasmic Armor - provides protection for the caster versus incorporeal touch attacks alone.
- Ghoul Glyph - creates a symbol that paralyzes anyone in an area.
- Ghoul Light - creates a torch-like light that gives undead +1 turn resistance
- Incorporeal Nova - Burst attempts to destroy incorporeal and gasseous creatures
- Sheltered Vitality - immune to fatigue, exhaustion, and ability damage or drain (4th-level spell)
- Spells from the Book of Vile Darkness
None of these have the [Evil] descriptor. They just happen to have a neat effect, and are from that book. I don't want evil spells. I don't really care about the spell being the same, but I like what these spells accomplish.
- Angry Ache - causes pain that imposes a -2 per 4 lvls penalty to attacks.
- No Light - it's the opposite of light, by creating an absense of light (not magical darkness).
- Preserve Organ - a lower-level and weakened version of gentle repose. This preserves a portion of a corpse, rather than the whole thing. Mainly, I could see this useful for preserving steaks, or a portion of a body that needs to not decay, like if you were bringing it to someone who could reincarnate a dead ally.
- Suspend Disease - doesn't cure disease, but slows it, like slow poison.
- Spells from Dragon Magazine
- Bestow Greater Curse - upgrade to bestow curse, from Dragon 348.
- Spells from other sources
Midnight:_the_SHADOW_KILLERS