Midnight

True Midnight is an adaptation of the Dark Fantasy campaign settings to True20 (by arnon)

BACKGROUNDS

Human:
Dorn

  • +1 Strength, -1 Intelligence
  • Medium
  • Dorn base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 2 extra skills at 1st level.
  • Weapon Familiarity: Dorns may treat bastard swords and Dornish horse spears as martial weapons, rather than as exotic weapons.
  • Favored Region: Northlands.
  • +2 on Intimidate checks.
  • +2 to resist any fear effect.
  • +1 racial bonus to Fortitude and Toughness saves. This bonus increased to +5 when the Dorn makes Fortitude or Toughness saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Dorns suffer only half normal damage (rounded down) from the nonlethal cold damage caused by these effects.
  • +1 racial bonus to attack rolls when fighting in groups of five or more Dorns.
  • +1 racial bonus to attack rolls when using a melee weapon two-handed.
  • Automatic Languages: Erenlander and Norther.
  • Bonus Languages: Colonial, High Elven, Orcish, and Trader's Tongue[/li]

Sarcosan:
Racial Traits

  • +1 Charisma, +1 Intelligence, -1 Wisdom
  • Medium
  • Sarcosan base land speed is 30 feet.
  • 1 extra feat at first level.
  • 2 extra skills at first level.
  • Weapon Familiarity: Sarcosans may treat cedeku and Sarcosan lances as martial weapons, rather than as exotic weapons.
  • +1 racial bonus on Reflex saves.
  • +1 on attack rolls with light weapons
  • Automatic Languages: Colonial and Erenlander.
  • Bonus Languages: Courtier, Halfling, Norther, Orcish, and Trader's Tongue

Urban Sarcosan:

  • +2 racial bonus on Gather Information checks when in cities and may make Knowledge checks untrained as long as the topic involves a city.
  • +2 racial bonus to Bluff, Diplomacy, and Sense Motive Checks.

Plains Sarcosan:

  • Natural Horsemen: Sarcosans gain a +4 bonus to Ride and Handle Animal checks when working with horses, as well as on Concentration checks to cast spells while mounted on a horse.
  • Sarcosans suffer only half the normal attack penalties for using ranged weapons while their mounts are taking double moves or running.
  • Sarcosans gain a +1 racial bonus on damage rolls against creatures smaller than their mounts when using a melee weapon from horseback. This combines with the normal +1 bonus on melee attacks for being on higher ground to grant Sarcosans a +2 to hit and damage in these situations.

Erenlanders:

  • +1 to any ability of your choice and a -1 to a different ability of your choice.
  • Medium
  • Erenlander base land speed is 30 feet.
  • 2 extra feats at first level.
  • 4 extra skills at first level.
  • Weapon Familiarity: An Erenlander may choose a single exotic weapon associated with either Dorns or Sarcosans. He may treat that weapon as a martial weapon, rather than an exotic weapon.
  • Favored Region: Northern Erenland, Central Erenland, or Southern Erenland.
  • Erenlanders begin with 4 bonus ranks in one Craft or Profession skill of the player's choice.
  • Automatic Language: Erenlander.
  • Bonus Languages: Any.

Dwarves:
Racial Traits

  • +1 Constitution, -1 Charisma
  • Medium
  • Base land speed 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than as exotic weapons.
  • Favored Region: Kaladrun Mountains.
  • Resilient: +2 to Toughness checks and +2 racial bonus on saves against poison.
  • Spell Resistant: +2 racial bonus on saves against spells and spell-like effects; also, Darwven Adept receive a -4 penalty to Will Save to resist Fatigue.
  • +1 racial bonus on attack rolls against Orcs.
  • +1 racial bonus on attack rolls when fighting with axes and hammers.
  • Bonus Feats: Night Vision, Talented (Craft & Search, involving stone and metal only),

Clan Dwarf:

  • Favored Region: Subterranean Kaladruns. Clan dwarves favored region bonuses for the Kaladrun Mountains increase by +2 when they are underground.
  • Stability: A clan dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Stonecutting: +2 bonus to notice unusual stonework, such as sliding walls, new or unsafe construction, and the like. A clan dwarf who comes within 10 feet of unusual stonework can make a check as if actively searching, and a clan dwarf can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • +1 dodge bonus to Defense against Orcs.
  • Automatic Languages: Clan Dialect, Old Dwarven.
  • Bonus Languages: Orcish, other Clan Dialect.

Kurgun Dwarf:

  • Weapon Familiarity: Kurgun dwarves may treat urutuk hatchets as martial weapons, rather than as exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
  • Favored Region: Surface Kaladruns. Kurgun dwarves favored region bonuses for the Kaladrun Mountains increase by +2 when they are aboveground.
  • Natural Mountaineers: +2 racial bonus on Climb checks, and may ignore difficult mountainous terrain that hampers movement, such as rubble or uneven cave flooring (but not thick undergrowth).
  • Automatic Languages: Clan Dialect, Old Dwarven.
  • Bonus Languages: Orcish, other Clan Dialect, Trader's Tongue.

Gnomes:

  • +2 Charisma, -1 Strength
  • Small creature: +1 size bonus to Defense, +1 size bonus to attack rolls, +4 size bonus to Stealth checks when hiding; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
  • Base land speed/swim 20 feet.
  • Weapon Familiarity: Gnomes treat hand crossbows as martial weapons, rather than exotic weapons.
  • Favored Region: Central Erenland. Gnomes' favored region bonuses increase by +2 when they are on rivers.
  • Dwarven Kin: +1 racial bonus on Fortitude saving throws and +2 racial bonus on saves against spells and spell-like effects.
  • Natural Riverfolk: Gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Finally, gnomes can hold their breath for 3 minutes (30 rounds), plus or minus a number of rounds equal to her Constitution score times 4.
  • Natural Traders: Whenever engaged in interactions involving trading or smuggling, gnome gain a +4 racial bonus on Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.
  • Gnomes may begin play with watercraft (at on-quarter normal cost).
  • Bonus Feat: Night Vision
  • Automatic Languages: Trader's Tongue, any one unrestricted language at basic competence, and any one unrestricted language at pidgin competence.
  • Bonus Languages: Any unrestricted languages.

Halflings:
Racial Traits

  • +1 Dexterity, -1 Strength
  • Small creature: +1 size bonus to Defense, +1 size bonus to attack rolls, +4 size bonus to Stealth checks when hiding; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
  • Base lands speed 20 feet
  • Weapon Familiarity: Halflings gain proficiency with Halfling lances as martial weapons, rather than exotic weapons.
  • Favored Region: Central Erenland.
  • +2 racial bonus on Acrobatic, Climb, Jump, Notice, and Stealth checks.
  • +1 racial bonus on all saving throws
  • +2 racial bonus against fear effects
  • Natural Channelers: Halflings gain one Supernatural Power as a bonus feat.
  • Bonus Feat: Night Vision
  • Automatic Languages: Colonial, Halfling.
  • Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Trader's Tongue.

Agrarian Halfling:

  • Dexterous Hands: Agrarian Halflings gain a +2 racial bonus on all non-metal and non-wood Craft check and all Heal checks.
  • Stout or Studious: Agrarian Halflings gain either Endurance and Tough bonus feats, or a +1 bonus to their Will save to resist Fatigue.

Nomadic Halfling:

  • Skilled Riders: Nomadic Halflings gain a +2 racial bonus on all Handle Animal and Ride checks when working with wogren, as well as on Concentration checks to cast spells while mounted on a wogren.
  • Bound to the Spirits or Bound to the Beasts: Nomadic Halflings gain a +1 bonus to their Will save to resist Fatigue, or Mounted Combat as a bonus feat. Additionally, nomadic Halflings may begin play with an adult wogren mount (at one-quarter normal cost).

Dwarrow:

  • +1 Charisma
  • Small creature: +1 size bonus to Defense, +1 size bonus to attack rolls, +4 size bonus to Stealth checks when hiding; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
  • Base land/swim speed 20 feet.
  • Bonus Feat: Night Vision
  • Dwarven Kin: +1 to Toughness checks and +2 racial bonus on saves against poison.
  • Spell Resistant: +2 racial bonus on saves versus spells and spell-like effects.
  • Dwarf and Gnome Blood

Gnome-Raised Dwarrow:

  • Weapon Familiarity: Dwarrows raised among gnomes may treat hand crossbows and inuteks as martial weapons, rather than exotic weapons.
  • Favored Region: Central Erenland.
  • Natural Riverfolk: Dwarrow raised among gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Finally, Dwarrows can hold their breath for 3 minutes (30 rounds), plus or minus a number of rounds equal to her Constitution score times 4.
  • Skilled Traders: Gnome-raised dwarrow gain a +2 racial bonus on Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.
  • Automatic Languages: Clan Dialect (basic competence), Old Dwarven Pidgin, Trader's Tongue, and any two unrestricted languages at pidgin level.
  • Bonus Languages: any unrestricted languages.

Dwarf-Raised Dwarrow:

  • Weapon Familiarity: Dwarrows raised among dwarves may choose either dwarven waraxe, dwarven urgosh, or urutuk hatchets; they may treat the chosen weapon as a martial weapon rather than an exotic weapon.
  • Favored Region: Kaladrun Mountains.
  • Kurgun or Clan: A dwarrow can choose either the clan dwarf stonecutting traits or the Kurgun dwarf natural mountaineer traits.
  • +1 dodge bonus to Defense against Orcs.
  • +2 racial bonus on Craft checks related to stone or metal items.
  • Automatic Languages: Clan Dialect, Old Dwarven, Trader's Tongue pidgin.
  • Bonus Languages: Orcish, other Clan Dialect.

Dworgs:

  • +1 Strength, +1 Constitution, -1 Intelligence, -1 Charisma
  • Medium creature
  • Base land speed 30 feet.
  • Weapon Familiarity: Dworgs may choose either dwarven waraxe, dwarven urgosh, or urutuk hatchets; they may treat the chosen weapon as a martial weapon rather than an exotic weapon.
  • Bonus Feat: Night Vision
  • Minor light sensitivity: In bright sunlight or within the radius of a daylight spell, a dworg must make a Fortitude save (DC 15 for sunlight, or save DC or the spell) or suffer a -1 penalty on attack rolls as long as he remains in the lighted area.
  • Kurgun or Clan: A dworg can choose either the clan dwarf stonecutting traits or the Kurgun dwarf natural mountaineer traits.
  • Spell Resistant: +2 racial bonus on all saving throws against spells and spell-like effects; also, Dworg Adept receive a -4 penalty to Will Save to resist Fatigue.
  • +2 racial bonus on all saving throws.
  • +2 racial bonus to attack rolls against Orcs.
  • Proficiency with dwarf exotic weapons as if they were martial weapons
  • Dwarf and Orc Blood
  • Automatic Languages: Clan Dialect, Old Dwarven Pidgin, Orcish Pidgin.
  • Bonus Languages: Other Clan Dialect, Trader's Tongue.

Elves:
Recial Traits

  • +1 Dexterity, -1 Constitution
  • Medium-size
  • Base land speed 30 feet.
  • Weapon Proficiency: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats.
  • Favored Region: Erethor.
  • Natural Channelers: All elves gain a Supernatural Power as a bonus feat, and Adepts gain a +2 bonus to Will Save to resist Fatigue.
  • Bonus Feat: Night Vision.
  • +2 racial saving throw bonus against Enchantment spells and effects.
  • +2 racial bonus on Notice, and Search checks.
  • +4 racial bonus on Climb checks when climbing trees.
  • All elves may begin play with elven traveling clothes, erethor tea, and hearthstones (at one-quarter normal cost).

Caransil (Wood Elves):

  • 1 extra skill at first level.
  • Weapon Proficiancy: Wood elves receive the Martial Weapon Proficiecy feats for the longsword and short sword as bonus feats.
  • Favored Region: Caraheen. Wood elves' favored region bonuses for Erethor increase by +2 when in the Caraheen.
  • Natural Channelers: Wood elves may select an additional Supernatural Power as a bonus feat, and Adepts gains 3 bonus to Will save to resist Fatigue rather than +2.
  • Automatic Languages: High Elven.
  • Bonus Languages: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader's Tongue.

Danisil (Jungle Elves):

  • Weapon Familiarity: Danisil treat sepi as martial weapons, rather than exotic weapons.
  • Favored Region: Aruun. Jungle elves' favored region bonuses for Erethor increase by +2 when in the Aruun.
  • Natural Channelers: Jungle elves may select an additional Supernatural Power as a bonus feat.
  • Feral Elves: Danisil gain an additonal +2 to all racial bonuses granted by universal elven traits, for a total of a +4 racial bonus to Notive and Search checks, a +6 racial bonus on Acrobatic and Climb checks when climbing trees, a +4 racial bonus on Survival and Knowledge (nature) checks in the Aruun.
  • Spirit Foes: Jungle elves gain a +4 racial bonus on Stealth checks in natural settings, and gain a +2 racial bonus on saving throws against the spells, special attacks, and spell-like and supernatural abilities of creatures with the outsider type.
  • Herbalists: Jungle elves may begin play with up to 10 doses of orcbane poison (at one-quarter normal cost).
  • Automatic Languages: Jungle Mouth.
  • Bonus Languages: Colonial, Erenlander, Halfling, High Elven, Sylvan, Trader's Tongue.

Erunsil (Snow Elves):

  • Weapon Familiarity: Erunsil treat snow elf fighting knives and icewood bows as martial weapons, rather than exotic weapons. Additionally, when wielding two snow elf fighting knives, Erunsil suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
  • Favored Region: Veradeen. Snow elves' favored region bonuses for Erethor increase by +2 when in the Veradeen.
  • +1 racial bonus on Fortitude and Toughness saving throws. This bonus increases to +5 when the snow elf makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, snow elves suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
  • Snow elves may begin play with an icewood bow (at one-quarter normal cost). Snow elves gain a +1 racial bonus on attack rolls with icewood bows.
  • Automatic Languages: High Elven, Orcish Pidgin, Patrol Sign.
  • Bonus Languages: Black Tongue, Erenlander, Norther, Sylvan, Trader's Tongue.

Miransil (Sea Elves):

  • Weapon Familiarity: Miransil treat nets as martial weapons, rather than exotic weapons. Additionally, sea elves receive Martial Weapon Proficiency feat in one of the following weapons: guisarme, ranseur, or trident.
  • Favored Region: Miraleen. Sea elves' favored region bonuses for Erethor increase by +2 when in the Miraleen.
  • Natural Swimmers: Sea elves gain a swim speed of one-half their land speed. They may move through calm water at this speed without making Swim checks and gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The sea elf can always choose to take 10 on a Swim check, even if distracted or endangered when swimming, and can use the run action while swimming, providing she swims in a straight line. Additionally, sea elves can hold their breath for 6 minutes (60 rounds), plus or minus a number of rounds equal to her Constitution score times 4.
  • Natural Sailors: +2 racial bonus on any Craft, Profession, or Use Rope checks involving ships, sailing, or the sea.
  • Automatic Languages: High Elven, Jungle Mouth.
  • Bonus Languages: Halfling, Sylvan, Trader's Tongue.

Elfling:

  • +2 Dexterity, -1 Strength, -1 Constitution
  • Small creature: +1 size bonus to Defense, +1 size bonus to attack rolls, +4 size bonus to Stealth checks when hiding; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
  • Base speed 30 ft.
  • Bonus Feat: Night Vision
  • Natural Channelers: Elflings gain a Supernatural Power as a bonus feat.
  • +2 racial bonus on Climb, Heal, and Stealth checks
  • +2 racial bonus on Notice and Search checks
  • +1 racial bonus on all saving throws
  • +2 racial bonus on Survival checks in the environment in which they were raised, either forest or plains
  • Elf and Halfling Blood

Danasil-Raised Elflings:

  • Weapon Familiarity: Danisil-raised elflings may treat sepi and atharaks as martial weapons, rather than as exotic weapons.
  • Favored Region: Aruun Jungle.
  • Herbalists: Danisil-raised Elflings may begin play with up to 10 doses of orcbane poison (at normal cost).
  • Automatic Languages: Halfling pidgin, High Elven pidgin, Jungle Mouth.
  • Bonus Languages: Colonial, Erenlander, Orcish, Trader's Tongue.

Halfling-Raised Elflings:

  • Weapon Familiarity: Halfling-raised Elflings may treat Halfling lances and atharaks as martial weapons, rather than as exotic weapons.
  • Favored Region: Central Erenland.
  • Bound to the Beast: Halfling-raised Elflings may begin play with an adult wogren mount (at one-quarter normal cost).
  • Automatic Languages: Erenlander, Halfling, Jungle Mouth pidgin.
  • Bonus Languages: Colonial, Orcish, Trader's Tongue.

Orcs:

  • +2 Strength, -1 Intelligence, -1 Charisma
  • Medium creature
  • Base speed 30 ft.
  • Weapon Familiarity: Orcs can use vardatches as martial weapons, rather than martial weapons.
  • Favored Region: Northern Reaches.
  • Bonus Feat: Night Vision
  • Orcs are so at home in darkness that they gain a +1 racial bonus on attack rolls when there is no light at all.
  • Light Sensitivity: Orcs suffer a -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
  • Resistance to Cold: Orcs are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold.
  • Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.
  • Spell Resistant: Orcs gain a +2 racial bonus on all saves against spells and spell-like effects, but Orc Adept receive a -4 penalty to Will Save to resist Fatigue. Only the kurasatch udareen may avoid this drawback.
  • +1 racial bonus on damage rolls against dwarves.
  • +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies.
  • Automatic Languages: Black Tongue, Old Dwarven Pidgin, High Elven Pidgin, Orcish.
  • Bonus Languages: Any, except restricted languages.

ROLES

Channelers
Upon taking a level in the Channeler (Adept) role, a character must choose his tradition, which dictates if he is a allowed to take certain feats and\or powers as seen bellow.

Channeler’s Tradition
1. Charismatic.

  • Key Ability: Charisma
  • Special Feat/Power: Inspire

2. Hermetic

  • Key Ability: Intelligence
  • Prerequisite: Literacy in at least one Language
  • Special Feat/Power: Foe Specialty, Lorebook, Quick Reference, Spell Speciality, Wizardcraft

3. Spiritual

  • Key Ability: Wisdom
  • Special Feat/Power: Druidcraft, Exorcise, Creature Ward*.

*New Power
The Midnight Legate is almost like a core rules Cleric. That makes him a bit more powerful than the Midnight Channeler.
We did two things:

  1. Removed some Powers from his list but gave him some Ligate only Powers. And, more significant:
  2. A Legate uses his Will Save to avoid Fatigue (unlike the Channeler for whom it's a Fort Save),
  3. Powers require Fatigue as in the rules (also unlike the Channeler for whom all activated Power trigger a Fatigue check).

Legate
Combat Progression: Slow (2 points)
Skill Progression: 4 + Int (1 point)
Save Progression: Good Will, Normal Reflex and Fortitude (0 points)
Power Progression: Fast, Broad (1.5 points)
Feat Access: General, Adept, and Expert (0.5 points)
Core Ability: Higher Purpose.
Restriction: A Legate cannot choose his key ability, it is always Wisdom.

Legate’s Powers:
Body Control, Boil Blood (WoA. 42), Combat Sense, Corrupting Shadow (Bst. 185), Creature Ward (undead), Cure, Cure Blindness/Deafness, Cure Disease, Dominate, Drain Vitality, Enhance Ability, Enhance Other, Enhance Senses, Flesh Shaping, Ghost Touch, Harm, Heart Reading, Heart Shaping, Imbue Life Imbue Unlife, Infect (WoA. 43), Mind Probe, Mind Reading, Mind Shaping, Mind Touch, Pain, Scrying, Self Shaping, Severance, Shadow Shaping (Bst. 184), Suggestion, Summon Beast (Bst. 185), Summon Outsider (Bst. 185), True Vision (Bst. 185).
Bst = True20 Bestiary
WoA = Worlds of Adventure

Soldier Legate
Combat Progression: Fast (4 points)
Skill Progression: 2 + Int (0.5 point)
Save Progression: Medium Fortitude and Will, Normal Reflex (0 points)
Power Progression: Medium, Narrow (0.5 points)
Feat Access: General and Warrior (0 points)
Core Ability: Higher Purpose.
Restriction: A Legate cannot choose his key ability, it is always Wisdom.

Soldier Legate’s Powers:
Body Control, Combat Sense, Corrupting Shadow, Cure, Enhance Ability, Harm, Heart Shaping, Pain, Supernatural Weapon, True Vision.

Powers

The following Powers have been removed entirely: Apport, Blink, Computer Link, Plane Shift, All “Psychic X” powers, Teleport.

Powers do not come easy to the Channelers of Eredane, and so several rules have been implemented:

  • All Powers that need to be activated demand a Fatigue check.
  • Fatigue check is rolled against Fortitude.
  • Powers now have a minimum Channeler level needed before taking them (in addition to their normal prerequisites)

Channeler Powers

  • Level 1st and above:
    • Beast Link
    • Bliss
    • Body Control
    • Calm
    • Cloud Minds (Bst, 184)
    • Combat Sense
    • Cure
    • Cure Blindness/Deafness
    • Cure Disease
    • Cure Poison
    • Dominate
    • Drain Vitality
    • Enhance Ability
    • Enhance Other
    • Enhance Senses
    • Flesh Shaping
    • Ghost Touch
    • Heart Reading
    • Heart Shaping
    • Illusion
    • Light Shaping
    • Manipulate Object
    • Mind Probe
    • Mind Reading
    • Mind Shaping
    • Mind Touch
    • Move Object
    • Nature Reading
    • Object Reading
    • Plant Shaping
    • Scrying
    • Second Sight
    • Self Shaping
    • Sense Minds
    • Severance
    • Sleep
    • Suggestion
    • Summon Beast (Bst, 185)
    • Supernatural Speed
    • Supernatural Strike
    • Supernatural Weapon
    • True Vision (Bst, 185)
    • Truth Reading
    • Visions
    • Ward [sup]1[/sup]
    • Wind Walk
  • Level 3rd and above:
    • Cold Shaping*
    • Earth Shaping*
    • Elemental Resistance*
    • Energy Shaping*
    • Fire Shaping*
    • Shadow Shaping* (Bst, 185)
    • Water Shaping*
    • Wind Shaping*
  • Level 5th and above:
    • Elemental Aura
    • Elemental Blast
    • Elemental Weapon
    • Phase
    • Purifying Light (Bst, 184)
    • Weather Shaping
  • Level 8th and above:
    • Summon Elemental** (Bst, 185)
    • Summon Outsider** (Bst, 185)

*These spells Fatigue saves are increased by +1
**These spells Fatigue saves are increased by +2
Bst = True20 Bestiary
WoA = Worlds of Adventures

Creature Ward
Concentration, Fatiguing
Prerequisites: Spiritual Channeler or Legate
You can use Creature Ward to “hedge out” or ward off certain supernatural creatures. The Narrator decides what type of creatures you may ward, depending on the setting. Examples include undead, fey creatures, elementals, psychic or energy beings, demons (or other extraplanar entities), and so forth. Different types of supernatural powers may ward against different types of creatures. Any creature affected by your Creature Ward must make a Will save against the result of your Creature Ward check to pass the boundary of the ward (a radius of Channeler level x 5 feet). A creature that fails the save cannot cross the boundary so long as the ward is maintained, nor can it directly affect or influence anything within the bounds of the ward. Creatures within the warded area who fail the Will save must flee out of the warded area as soon as possible. Creatures who fail the Will save by 10+ take damage equal to 15 + Channeler level.
Creature Types available:

  • Animal & Plant (Spiritual Channeler)
  • Outsider & Constructs (Spiritual Channeler)
  • Undead (Legates only)

Exorcise
Fatiguing
Prerequisites: Spiritual Channeler, Mind Link, Creature Ward (any)
As a standard action, the Spiritual Channelers may try to expel any possessing entity from a corporeal living creature. This is done with Will save or Mind Touch check opposed by a Will save, Mind Touch, or Psychic Shield check. Once exorcised, the creature that has benefited from the Channelers exorcism may not be possessed by the same being for 24 hours; if the Channeler succeeded with a 10+ check that creature may not be possessed by the same being for one year.

Feats

General

Animal Companion (General)
Prerequisite: Animal Empathy
You gain an animal companion from the following list: badger, dire rat, dog, riding dog, eagle, hawk, owl, pony, riding horse, snake, or wolf. A Halfling or Elfling may also choose an immature wogren. Each time you take this feat, you can either gain a new companion, or advance the companion by one rank (see Midnight 2nd ed page 90, table 3-6).

Canny Strike (General)
Prerequisites: Int +1, Clever Fighting, base attack bonus +6.
When using a light weapon, rapier or whip, you deal an extra +1 points of damage with each attack per point of your Intelligence bonus. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Canny Strike.

Clever Fighting (General)
Prerequisites: Dex +1, base attack bonus +2.
You are able to place finesse attacks where they deal greater damage. You may apply your Dexterity bonus instead of your Strength bonus to damage rolls when using any light weapon, rapier or whip. You cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Targets immune to sneak attacks or critical hits are immune to damage from Clever Fighting.

Herbalist (General)

Inconspicuous (General)

Lucky (General)

Magic-Hardened (General)

Natural Healer (General)
Using a Heal check to a character who is disabled or dying, you can immediately patch his wounds to improve his condition by one step. The Difficulty for this check is 20 for a disabled character, and 25 for a dying character. In addition, when providing long-term care, your patients can make recovery checks twice as often as they normally could.

Ritual Magic (General)
Needs to be worked out yet.

Sense Dark Magic (General)
Prerequisite: Favored Opponent (Legate or Outsider)
You know how to spot the corruptions of the dark god, allowing you to sense the presence of supernatural effects left by Izrador (if Legate) or his summoned minions (if Outsider).

Sarcosan Pureblood (General)

Sense Nexus (General)

Whispering Awareness (General)

Channeler

Druidcraft (Supernatural)
Prerequisite: Spiritual Channeler, Knowledge (nature) 8 ranks
When using a power that directly affects plants or animals, you gain a +2 bonus to your fatigue check.

Foe Specialty (Supernatural)
Prerequisite: Hermetic Channeler, Lorebook
The Hermetic Channeler recognizes the value of knowledge as a weapon. At the beginning of each day, he may choose one creature type as he peruses his book. The Channeler may take 10 when making Knowledge checks to identify creatures and their special powers or vulnerabilities. Additionally, the Channeler can rattle off what he knows about such creatures by rote. In game terms, the means that he may communicate any knowledge he has about such creatures to his companions as soon as initiative is rolled, assuming his companions are within earshot. This power may be chosen multiple times; each time it is chosen, the Hermetic Channeler may use the foe speciality ability on one additional creature type per day.

Inspire (Supernatural)
Prerequisite: Charismatic Channeler
Note: This feat was removed from the Expert feat list.

Lorebook (Supernatural)
Prerequisite: Hermetic Channeler
You carry a tome through which you can learn esoteric bits of knowledge as needed.
See page 78 of Midnight 2nd Edition, Table 3-2.

Quick Reference (Supernatural)
Prerequisite: Hermetic Channeler, Lorebook
The Hermetic Channeler is practiced at looking up information under stress. The penalty for scanning the Lorebook rapidly is reduced to -5. This power may be chosen a second time, reducing the penalty to 0.

Spell Speciality (Supernatural)
Prerequisite: Hermetic Channeler, Lorebook
The Hermetic Channeler can gain insight into the nature of magic by reading about the world around him. At the beginning of each day he may choose one spell that he knows, the save Difficulty for that spell increases by +1. This power may be chosen multiple times; each time it is chosen, the Hermetic Channeler may use the spell speciality ability on one additional spell per day. The same spell may not be chosen twice, meaning that the DC of any one spell cannot be increased by more than +1 by this ability.

Venom Immunity (Supernatural)
You are immune to all organic poisons.

Wizardcraft (Supernatural)
Prerequisite: Hermetic Channeler, Eidetic Memory
When using a power, you can use your spellbook as a focus, and you gain a +2 bonus to your fatigue check.

Expert

Friendly Agent (Expert)
Prerequisites: Must be a gnome or human.
When interacting with agents of Izrador, you gain a +4 circumstance bonus to Sense Motive checks made to determine their allegiance (DM will secretly add the bonus). When interacting with enemies of Izrador and folk that actively resist his reign, you gain a +4 circumstance bonus to Diplomacy checks made to convince them of your allegiances.

Hunted by the Shadow (Expert, Martial)
Prerequisite: Sense Dark Magic
Whenever you would normally be surprised by a servant of Izrador, you are considered to be aware of their presence and can roll for initiative as normal.

Woodslore (Expert)
Prerequisite: Trained in Search.
When in natural setting, you automatically get a Search check to notice any pits, snares, or traps of which you come within 5 feet, as though you were actively searching for it.

Warrior

Cover Ally (Martial)
Prerequisite: Dodge
Once per round, you can protect any ally within 5 feet by choosing to suffer the effects of an attack that would normally have hit your ally. You must choose who the beneficiary of this effect is before the effects of the attack are determined.

Debilitating Strike (Martial)
Prerequisite: Stunning Attack
When you make a Stunning Attack, instead of the stunning effect you can instead blind or deafen your opponent. The target saves as normal. A failed save means the effect lasts one round. A failed save by 5 or more means the character is stricken for 5 rounds. A failed save by 10 or more renders the target blind or deaf for 10 rounds.

Devastating Mounted Assault (Martial)
When making a single move or charge on your mount, you may take two attacks, each at a different target. The two targets must be at least 5 feet apart, and each attack suffers a -4 penalty. Using this feat is a full action.

Devastating Strike (Martial)
Prerequisite: Stunning Attack
When you have successfully stunned an opponent, you can choose to initiate a bull rush as a free action. The stunned opponent can make a Strength check against your attack roll to avoid the effect.

Giant-Fighter (Martial)

Greater Grapple (Martial)
Prerequisite: Improved Grab
You may attempt a disarm, sunder or trip attack with a foe that you are grappling. The attempt takes the place of a normal attack, and is resolved with a normal Grapple check instead of opposed Strength checks.

Hunted by the Shadow (Expert, Martial)
Prerequisite: Sense Dark Magic
Whenever you would normally be surprised by a servant of Izrador, you are considered to
be aware of their presence and can roll for initiative as normal.

Hunter's Strike (Martial)
Once per day, you may inflict +3 damage with any successful ranged or melee attack. You may decide when to use this strike after you've hit your foe, but before the Toughness save is attempted. You may take this feat multiple times, each time gaining an additional use per day, to a maximum of 5 attempts per day.

Improvised Weapon (Martial)
You do not take the usual -4 penalty on attack rolls when using an improvised weapon. Further, because of your flexibility, you only take a -2 penalty to attack rolls when using a weapon with which you are not proficient.

Knife Thrower (Martial)

Masterful Strike (Martial)
Prerequisite: Stunning Attack
You increase the amount of damage with your unarmed strikes by +1. Creatures immune to critical hits do not suffer extra damage. You can take this feat multiple times, up to a maximum of +5.

Quickened Donning (Martial)

Spur On (Martial)
Prerequisite: Ride 5 ranks.
The effective speed of your mount is increased by +10 feet.

Thick Skull (Martial)
Whenever you take damage that would disable you, you can make an additional Toughness save. If successful, you remain wounded. You may only use this feat once per encounter.

Weapon Trap(Marital)
Prerequisite: Improved Grab, Weapon Break
Once per round, you can attempt to grab a foe's melee weapon. You make an opposed attack roll against your attacker. You must be using a parry defense. If you fail, you are hit and suffer normal damage. If successful, you may attempt to disarm your foe, automatically deal damage to the trapped weapon as per a sunder attempt, or make a single attack against your foe. Once one of these is resolved, the weapon is released.

Black Mirrors

Black Mirrors have a permanent Ward around them. The first number listed in the Dispelling Effects table bellow is the increase in the Channeler’s Fatigue check to use a Power in the Warded area; the second number is the Mirror’s Ward power check bonus.

Dispelling Effects
Mirror ------Range---—-
Type 1 mile 10 miles 100 miles 200 miles
Pale +2; +15 +1; +10
Blood +3; +20 +2; +15 +1; +10
Grand +4; +25 +3; +20 +2; +15 +1; +10

Mirror Statistics and Destruction
Mirror Damage Save Saving Throw
Type Difficulty Toughness Bonus
____________
Pale +6 15 +15 +15
Blood +11 20 +25 +30
Grand +21 30 +35 +45

REFERENCES

Original thread on True20 forums

Some material on this site uses the Open Game License.
All Open Game Content is contained within shaded boxes.