TEXT: This document contains information from 
   
   
  Midnight 
   
  and 
   
  Midnight: Against the Shadow 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This Information Includes: 
   
  Character Classes, Feats, Heroic Paths and Races. 
   
   
  They have been combined onto one document and  
  bookmarked for your convenience. 
   
   
  Compiled by zenld  
  Wednesday, August 27, 200 
   
  
  Character Classes
  Midnight
  Richey Campaign
  8/19/2003
   
   
   Level 
  BAB 
  Fort 
  Refl 
  Will Special
  Channeler
  1
  +0
  +0
  +0
  +2
  magecraft, bonus school, bonus spells, art of magic, 
  channeler gift
  2 
  +1 
  +0 
  +0 
  +3 
  summon familiar
  3
  +2
  +1
  +1
  +3
  4
  +3
  +1
  +1
  +4
  bonus school
  5
  +3
  +1
  +1
  +4
  bonus feat, art of magic
  6
  +4
  +2
  +2
  +5
  7
  +5
  +2
  +2
  +5
  8
  +6/+1
  +2
  +2
  +6
  bonus school
  9
  +6/+1
  +3
  +3
  +6
  bonus feat
  10
  +7/+2
  +3
  +3
  +7
  art of magic
  11
  +8/+3
  +3
  +3
  +7
  12
  +9/+4
  +4
  +4
  +8
  bonus school
  13
  +9/+4
  +4
  +4
  +8
  bonus feat
  14
  +10/+5
  +4
  +4
  +9
  15
  +11/+6/+1
  +5
  +5
  +9
  art of magic
  16
  +12/+7/+2
  +5
  +5
  +10
  bonus school
  17
  +12/+7/+2
  +5
  +5
  +10
  bonus feat
  18
  +13/+8/+3
  +6
  +6
  +11
  19
  +14/+9/+4
  +6
  +6
  +11
  20
  +15/+10/+5
  +6
  +6
  +12
  bonus school, art of magic
  HD d6
  Gold 3d4*10
  Class Skills
  Class Features
  alchemy
  magecraft feat @ 1st lvl, free
  animal empathy
  bonus schools - 
  bluff
  starts with universal, transmutation, +1 school
  concentration 
  gets the spellcasting feat for free with each bonus school
  craft
  bonus spells
  diplomacy
  starts with 
  handle animal 
  5 0-lvl spells from known schools
  heal 
  3 1st lvl spells from known schools
  intimidate
  at each lvl gets 2 spells of any lvl and school char can cast
  knowledge
  can also learn spells according to rules
  profession
  art of magic
  scry
  spell energy = casting stat mod + class lvl
  sense motive
  pays 10% less xp to learn new spells; +10% @ lvl 5,10,15
  spell craft
  if more channeler lvls than any other class, +1 to char lvl
  wilderness lore
  for purposes of determining highest lvl spell char can cast
  channeler gift
  Skill Points
  hermetic - lorebook
  1st lvl
  (6+int mod) * 4
  spiritual - master of two worlds (3+cha mod/day)
  add. lvl  
  6+int mod
                   (rebuke animals, sentient plants, outsiders)
  charismatic - force of personality (make lvl check vs DC)
  Proficiencies
                         (DC based on who and what effect, courage,
  club, dagger, heavy crossbow,
                        fear, confidence)
  light crossbow, quarterstaff
  summon familiar
  no armor or shields
  guess what this one does
  1
  Compiled by
  zenld
  
  Character Classes
  Midnight
  Richey Campaign
  8/19/2003
   
   
   Level 
  BAB 
  Fort 
  Refl 
  Will Special
  Defender 
  AC
  1
  +1
  +0
  +2
  +0
  unarmed strike (1d6; + benefits of improved unarmed strike) 
  +1
  stunning attack
  2
  +2
  +0
  +3
  +0
  defender ability
  +1
  3
  +3
  +1
  +3
  +1
  +2
  4
  +4
  +1
  +4
  +1
  fast movement +10'
  +2
  5
  +5
  +1
  +4
  +1
  defender ability
  +3
  6
  +6/+1
  +2
  +5
  +2
  precise strike I
  +3
  7
  +7/+2
  +2
  +5
  +2
  masterful strike +1d6
  +4
  8
  +8/+3
  +2
  +6
  +2
  defender ability
  +4
  9
  +9/+4
  +3
  +6
  +3
  +5
  10
  +10/+5
  +3
  +7
  +3
  fast movement +20'
  +5
  11
  +11/+6/+1
  +3
  +7
  +3
  defender ability
  +6
  12
  +12/+7/+2
  +4
  +8
  +4
  precise strike II
  +6
  13
  +13/+8/+3
  +4
  +9
  +4
  masterful strike +2d6
  +7
  14
  +14/+9/+4
  +4
  +9
  +4
  defender ability
  +7
  15
  +15/+10/+5
  +5
  +10
  +5
  +8
  16
  +16/+11/+6/+1
  +5
  +10
  +5
  fast movement +30'
  +8
  17
  +17/+12/+7/+2
  +5
  +11
  +5
  defender ability
  +9
  18
  +18/+13/+8/+3
  +6
  +11
  +6
  precise strike III
  +9
  19
  +19/+14/+9/+4
  +6
  +12
  +6
  masterful strike +3d6
  +10
  20
  +20/+15/+10/+5
  +6
  +12
  +6
  defender ability
  +10
  HD d8
  Gold 5d4
  Class Skills
  Class Features
  balance 
  stunning attack
  bluff
  1/rd up to 1/class lvl/day
  climb
  declare before strike, foe must fort save 
  craft
  (DC10+1/2 class lvl+str mod) or stunned for 1 rd
  escape artist
  fast movement
  hide
  bonus to speed
  jump
  precise strike
  listen
  I ignore 1 pt of armor AC bonus
  move silently 
  dmg to DR as if using a weapon w/+1 bonus
  profession
  II ignore 2 pt of armor AC bonus
  sense motive
  dmg to DR as if using a weapon w/+2 bonus
  swim
  III ignore 3 pt of armor AC bonus
  tumble
  dmg to DR as if using a weapon w/+3 bonus
  masterful strike
  Skill Points
  extra dmg on unarmed or prof weapon melee strike
  1st lvl
  (4+int mod)*4
  defender ability
  add lvl
  4+int mod
  pick one of the abilities
  may not be used while wielding a non-proficient weapon
  Proficiencies
  abilities are detailed on the following page
  club, dagger, light hammer, light pick,
  quarterstaff, sickle, throwing axe, sling,
  great sling
  no armor or shields
  2
  Compiled by
  zenld
  
  Character Classes
  Midnight
  Richey Campaign
  8/19/2003
                                                                                defender abilities defined
  ~ combat mastery
  defender may replace str mod with wis mod on dmg rolls
  or when using class abilities
  ~ counter attack
  if foe that char has bonus to AC from dodge feat against misses
  foe must ref save (DC10+1/2 def lvl+dex mod); if fails, defender 
  gets normal unarmed strike as AoO
  this ability only works if the char has the dodge feat
  ~ cover ally
  by staying within 5' of ally, suffers all AoO vs ally
  free act; lasts until char next turn or ally is more than 5' away
  ~ debilitating strike
  when char uses stunning attack, may choose to blind or deafen
  instead of stun; lasts # of rds equal to str mod
  ~ defensive mastery
  +1 to all saving throws
  ~ devastating strike
  when char uses stunning attack, may also choose to knock foe 
  back 5' for every 5 pts of dmg done
  ~ flurry attack
  reduces penalty for two weapons by 1;
  stacks with ambidexterity, two weapon fighting, etc
  ~ grappling disarm
  when grappling, char may disarm w/ successful grapple check
  ~ hammer throw
  when grappling, char may throw target 15' w/ grapple check;
  target lands prone & takes 1d6 dmg;
  if throws at another creature, must ref save (DC10+dex mod)
  or fall prone too
  ~ improved dodge
  increase dodge feat bonus to +2 OR
  gives +1 vs all threatening foes that rd
  must have dodge feat to use this ability
  ~ incredible resilience
  free act; gives DR = to con mod until next turn;
  stacks with racial/path/class DR but not with spells/magic items
  counts as one use of stunning attack
  ~ masterful shot
  benefits from masterful strike applied to ranged weapons
  ~ rapid strike
  1 extra attack or move during rd; # of times/day = to class lvl
  ~ retaliatory strike
  AoO vs foe strikes ally from threaten area; choose 1 ally per rd
  ~ strike and hold
  if hits foe, may attempt grapple as free act w/out touch attack
  and w/out provoking AoO; size must be = or less
  ~ weapon trap
  attack roll vs foe's attack roll; success = trapped; then can:
  attempt disarm OR do dmg to weapon OR attack foe who has
  lost dex mod to AC; whatever act taken, weapon is then free
  3
  Compiled by
  zenld
  
  Character Classes
  Midnight
  Richey Campaign
  8/20/2003
   
   Level     
  BAB 
  Fort 
  Refl 
  Will Special
  Legate
  1
  +0
  +2
  +0
  +2
  rebuke undead
  2
  +1
  +3
  +0
  +3
  astirax companion
  3
   
  +2
  +3
  +1
  +3
  4
  +3
  +4
  +1
  +4
  5
  +3
  +4
  +1
  +4
  6
  +4
  +5
  +2
  +5
  7
  +5
  +5
  +2
  +5
  8
  +6/+1
  +6
  +2
  +6
  9
  +6/+1
  +6
  +3
  +6
  10
  +7/+2
  +7
  +3
  +7
  11
  +8/+3
  +7
  +3
  +7
  12
  +9/+4
  +8
  +4
  +8
  13
  +9/+4
  +8
  +4
  +8
  14
  +10/+5
  +9
  +4
  +9
  15
  +11/+6/+1
  +9
  +5
  +9
  16
  +12/+7/+2
  +10
  +5
  +10
  17
  +12/+7/+2
  +10
  +5
  +10
  18
  +13/+8/+3
  +11
  +6
  +11
  19
  +14/+9/+4
  +11
  +6
  +11
  20
  +15/+10/+5
  +12
  +6
  +12
  HD d8
  Gold 5d4*10
  Class Skills
  Class Features
  concentration
  rebuke undead: 
  craft
  as a cleric (see PH)
  diplomacy
  astirax companion
  handle animal 
  assigned an astirax; gains HD at char's lvl 4,8,12,16,20
  heal
  inhabits animal; animal may be trained to obey commands
  intimidate
  even when not possessed
  knowledge (arcana)
  knowledge (religion)
  spells
  profession
  see clerics spell list in PH
  scry
  see chart under cleric in PH for number of spells by level
  spellcraft
  domains
  death, destruction, evil, magic, war,
  pick two
  spontaneous casting
  Skill Points
  as a cleric, exchange prepared spell for an inflict spell
  1st lvl
  (2+int mod) * 4
  add lvl
  2+int mod
  Proficiencies
  simple weapons; all armor; shields
  favored weapon: longsword
  4
  Compiled by
  zenld
  
  Character Classes
  Midnight
  Richey Campaign
  8/19/2003
        Level    
  BAB 
  Fort 
  Refl 
  Will Special
  Wildlander
  1
  +1
  +2
  +0
  +0
  wildlander trait
  2
  +2
  +3
  +0
  +0
  wildlander trait
  3
  +3
  +3
  +1
  +1
  danger sense (+4 bonus to spot at beginning of encounter)
  4
  +4
  +4
  +1
  +1
  smite (1/day) (+4 attack, +1 dmg/class lvl; melee or ranged w/in 30')
  5
  +5
  +4
  +1
  +1
  wildlander trait
  6
  +6/+1
  +5
  +2
  +2
  danger sense (never surprised)
  7 
  +7/+2 
  +5 
  +2 
  +2
  8
  +8/+3
  +6
  +2
  +2
  wildlander trait
  9 
  +9/+4 
  +6 
  +3 
  +3 
  danger sense (+1 initiative)
  10
  +10/+5
  +7
  +3
  +3
  11
  +11/+6/+1
  +7
  +3
  +3
  wildlander trait
  12
  +12/+7/+2
  +8
  +4
  +4
  danger sense (+2 init)
  13
  +13/+8/+3
  +8
  +4
  +4
  14
  +14/+9/+4
  +9
  +4
  +4
  wildlander trait
  15 
  +15/+10/+5 
  +9 
  +5 
  +5 
  danger sense (+3 init)
  16
  +16/+11/+6/+1
  +10
  +5
  +5
  17
  +17/+12/+7/+2
  +10
  +5
  +5
  wildlander trait
  18
  +18/+13/+8/+3
  +11
  +6
  +6
  danger sense (+4 init)
  19
  +19/+14/+9/+4
  +11
  +6
  +6
  20
  +20/+15/+10/+5 +12
  +6
  +6
  wildlander trait
  HD d8
  Gold 6d4*10
  Class Skills
  Class Features
  animal empathy
  wildlander trait: choose from the following
  climb
  ~ animal communion: as speak w/ animals ; class lvl as caster lvl
  craft 
  ~ bloodhound: +6 to wild lore while tracking
  handle animal
                  may take 10 even when circumstances don't allow
  heal
  ~ forager: for one type of terrain
  hide
                  food for self+1 ally/3 class lvls
  intuit direction
                  may take more times for different terrain types
  jump
  ~ ghost walk: +4 move silent; may take 10 even if circ don't allow
  knowledge (nature)
  ~ hawk eyes: +4 spot; may take 10 even if circumstances don't allow
  listen
  ~ light step: can conceal party's tracks while moving
  move silently
                  full spd = +5 to track DC; 1/2 spd = +10 track DC
  profession
  ~ master hunter: choose 1 type of creature; +1 to bluff, listen, 
  ride
                  sense motive, spot, wilderness lore checks vs it;
  search
                  +1 dmg vs creatures of this type, melee or ranged <30'
  spot
                  may take multiple times for different creature types
  swim
  ~ quick stride: +10 spd in no or light armor
  use rope
  ~ sense dark magic: 3/day, as detect magic  except only works on
  wilderness lore
                  magic and items created by magic in service of izrador
  ~ stealthy: +4 hide; may take 10 even if circumstances don’t allow
  Skill Points
  ~ tracking: as the feat
  1st lvl
  (6+int mod) * 4
  ~ trap disarming: non magical, non complex traps w/DC > 20
  add lvl
  6+int mod
  ~ wolf ears: +4 listen; may take 10 even when circ don't allow
  ~ woodsman: +4 craft when making things of all natural materials; 
  Proficiencies
                  may take 10 even when circumstances don't allow
  simple/martial weapons; lt/med armor; shields
  5
  Compiled by
  zenld
  
  Feats of Midnight 
   
  Richey Campaign 
   
   
  8/12/2003 
   
  1 
  Compiled by 
   
   
  zenld 
  Midnight 
   
  Craft Greater Spell Talisman 
  Prereq: magecraft, any 3 spellcasting feats, char lvl 12+ 
   
   
  Craft Spell Talisman 
  Prereq: magecraft, spellcasting, char lvl 3+ 
   
  Greater Spellcasting 
  Prereq: channeler lvl 7+, spellcasting (lesser evocation or lesser conjuration) 
  Benefit: access to greater conjuration or greater evocation, +1 spell of that school; may pick once 
  for each school 
   
  Inconspicuous 
  Benefit: +2 bluff, diplomacy, hide and sense motive vs members of dark god’s forces 
   
  Magecraft 
  Benefit: spellcraft as class skill 
  choose magical tradition:  
   
  Hermetic (Int): pick 1 from detect magic, mage hand, mending 
   
  Charismatic (Cha): pick 1 from daze, prestidigitation, virtue 
   
  Spiritual (Wis): pick 1 from cure minor wounds, purify food and water, resistance 
  cast # of 0-lvl spells = to 3+ spellcasting ability mod /day; spell energy = to spellcasting ability 
  mod; learn and cast universal spells 
   
  Spellcasting 
  Prereq: magecraft 
  Benefit: each time selected, pick 1 school :abjuration, conjuration (lesser), divination, 
  enchantment, evocation (lesser), illusion, necromancy, transmutation 
   
  Sarcosan Pureblood 
  Benefit: +2 ride on horses, +2 to all cha based checks vs sarcosans 
   
   
   
  Midnight: Against the Shadow 
   
  Brew Herbal Concoctions 
  Prereq: profession (herbalist) 4 ranks 
  Benefit: can brew infused oils and create gnaw roots, salves, poultices 
   
  Charm Lore 
  Benefit: knowledge of how to create 1 charm when feat is taken and 1 at every lvl after that 
   
  Devastating Mounted Assault 
  Prereq: mounted combat, ride 10 ranks 
  Benefit: may take full attack action, even if mount moves more than 5’; all attacks must be taken 
  at the same point in the mount’s movement 
   
  Friendly Agent 
  Prereq: good aligned gnome or human 
  Benefit: +4 sense motive vs agents of Izrador; +4 diplomacy vs enemies of Izrador 
   
   
  
  Feats of Midnight 
   
  Richey Campaign 
   
   
  8/12/2003 
   
  2 
  Compiled by 
   
   
  zenld 
  Giant-fighter 
  Prereq: dodge, weapon focus 
  Benefit: +4 dodge bonus to AC vs giant type creatures (ogres, trolls, hill giants); ranged attacks
  within 30’, crit threat range doubled 
   
  Green Thumb 
  Prereq: profession (herbalist) 3 ranks or wilderness lore 6 ranks 
  Benefit: +4 on these skills to find natural ingredients in the wild, also applies to cultivating such 
  items in a garden 
   
  Herbal Savant 
  Prereq: profession (herbalist) 15 ranks 
  Benefit: may add 1 ingredient to an infused oil without increasing DC 
   
  Improvised Weapon 
  Benefit: only -2 on non proficient weapons 
   
  Knife Thrower 
  Prereq: snow or jungle elf 
  Benefit: use racial fighting knife as ranged weapon 20’; +1 ranged attack rolls with that weapon; 
  has benefit of quickdraw feat with weapon 
   
  Lucky 
  Benefit: numerical luck bonuses from charms are +1 
   
  Magic-Hardened 
  Benefit: +2 save vs magical effects 
   
  Natural Healer 
  Benefit: successful heal check for ally in –hp raises ally to 1 hp; allies in char long-term care 
  recover hp at 3* normal 
   
  Quickened Donning 
  Benefit: don armor hastily without penalty; remove armor in ½ time 
   
  Orc-Slayer 
  Benefit: +1 dodge bonus to AC & +1 melee dmg vs orcs or dworgs; -4 cha based checks vs orcs 
   
  Sense Nexus 
  Benefit: Wis check (DC15) within 5 miles to detect nexus; if succeed may take full day to pinpoint 
  (Wis check DC15) 
   
  Thick Skull 
  Prereq: dwarf or dworg with con 13+ 
  Benefit: vs any attack that reduces char to –hp, fort save (DC 10+dmg) to only go to 1 hp; may 
  not be used if only have 1 hp; save fail = normal dmg 
   
  Whispering Awareness 
  Prereq: Wis 15+ 
  Benefit: hear the Whisper as an elf 
   
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Chanceborn
  1 resistance
  1/day
  2 luck of heroes 
  +1d4 add appropriate die after roll but before know if success/failure
  3 true strike
  1/day
  4 luck of heroes
  +1d6
  5 resistance
  2/day
  6 luck of heroes
  2/day
  7 entropic shield
  1/day
  8 luck of heroes
  +1d8
  9 true strike
  2/day
  10 infallible action
  1/day
  as if rolled 20; only used for rolls to determine success/failure
  11 displacement
  1/day
  self only
  12 luck of heroes
  +1d10
  13 break enchantment
  1/day
  self only
  14 luck of heroes
  3/day
  15 entropic shield
  2/day
  16 luck of heroes
  +1d12
  17 displacement
  2/day
  18 luck of heroes
  +1d20
  19 spell turning
  1/day
  20 infallible action
  2/day
  Charismatic
  1 charm person
  1/day
  2 hypnotism
  1/day
  3 inspiring oration
  1/day
  speak for full rd, creature w/in 60' immune to fear, 
  4 suggestion
  1/day
  +1 attack rolls, 10min/lvl
  5 +1 charisma
  6 charm person
  2/day
  7 natural leader 
  +1 
  bonus to leadership score, will apply in full when has feat
  8 inspiring oration
  2/day
  9 hypnotism
  2/day
  10 +2 charisma
  11 charm monster
  1/day
  12 emotion
  1/day
  despair/hope only
  13 inspiring oration
  3/day
  14 natural leader 
  +2
  15 +3 charisma
  16 charm monster
  2/day
  17 emotion
  2/day
  18 mass suggestion
  1/day
  19 inspiring oration
  4/day
  20 +4 charisma
  1
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Dragonblooded
  1 bonus spell
  learns any spell he can cast with no gp or xp cost
  2 bolster spell
  one spell's save DC +2, can only be applied to any spell once
  3 bonus spell energy
  +2
  4 quickened counterspelling 
  can counterspell even if has no readied action, all other rules apply
  5 bonus spell
  6 improved spellcasting
  energy cost for all spells in selected school -1, does not stack
  7 bonus spell energy
  +4
  8 bolster spell
  9 spell penetration
  +1
  10 bonus spell
  11 bonus spell energy
  +6
  12 improved spellcasting
  13 spell penetration
  +2
  14 bolster spell
  15 bonus spell
  16 bonus spell energy
  +8
  17 spell penetration
  +3
  18 improved spellcasting
  19 frightful presence
  whenever casts a spell, all creatures w/in 30' & less HD than 
  20 bolster spell
  caster must make will save, if fail 
  (DC=10+1/2charHD+cha mod) 
  creature HD ≤4 = panic for 4d6 rds
  creature HD 5+ = shaken for 4d6 rds
  Earthbonded
  1 cavern sight
  darkvision 60', if already have, range 2x
  2 hold portal
  1/day
  stone construction only
  3 make whole
  1/day
  stone construction only
  4 soften earth and stone
  1/day
  5 stone sight
  +2 to notice unusual stonework; w/in 10' check as if actively
  6 endurance
  1/day
  self only
  searching; stacks w/ stonecunning, etc
  7 hold portal
  2/day
  8 spike stones
  1/day
  9 make whole
  2/day
  10 stone shape
  1/day
  11 soften earth and stone
  2/day
  12 transmute rock to mud
  1/day
  13 endurance
  2/day
  14 spike stones
  2/day
  15 blindsight
  act w/out penalty even when cannot see; sense creatures w/in
  16 wall of stone
  1/day
  5', allows attacks as norm vs invisible
  17 stone shape
  2/day
  or concealed, no check needed
  18 stone tell
  1/day
  19 spike stones
  3/day
  20 transmute rock to mud
  2/day
  2
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Faithful
  1 bless
  1/day
  2 protection from evil
  1/day
  3 aid
  1/day
  4 divine favor
  1/day
  5 +1 wis
  6 magic circle against evil
  1/day
  7 prayer
  1/day
  8 divine power
  1/day
  9 turn undead
  3+cha mod/day
  10 +2 wis
  11 aid
  2/day
  12 divine favor
  2/day
  13 magic circle against evil
  2/day
  14 prayer
  2/day
  15 +3 wis
  16 divine power
  2/day
  17 bless
  3/day
  18 protection from evil
  2/day
  19 holy aura
  1/day
  20 +4 wis
  Feyblooded
  1 fey vision
  low light vision, if already have, darkvision 60'
  2 detect magic
  1/day
  3 change self
  1/day
  4 charm person
  1/day
  5 invisibility
  1/day
  6 detect thoughts
  1/day
  7 dispel magic
  1/day
  8 confusion
  1/day
  9 summon nature's ally IV
  1/day
  10 blinding presence
  1/day
  all creatures w/in 60' must fort save (DC15) or blindness
  11 detect magic
  2/day
  12 change self
  2/day
  13 spell resistance 
  char lvl+10
  14 charm person
  2/day
  15 invisibility
  2/day
  16 detect thoughts
  2/day
  17 dispel magic
  2/day
  18 confusion
  2/day
  19 summon nature's ally IV
  2/day
  20 unearthly presence                      1/day    creatures w/in 30' looking directly at char, will save (DC17) or die
  3
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Giantblooded
  limited to human, orc and dworg characters
  1 large
  -1 AC, -1 attack, -2 dex, -4 hide; reach 10'; armor wt and cost 2x
  2 intimidating size
  +2
  bonus to intimidate skill checks
  3 precise throw
  +1
  + to thrown weapons
  4 fast movement
  +5'
  + to speed
  5 fearsome charge
  +1
  bonus to damage rolls when charging
  6 extended throw
  +10'
  + to range increment
  7 intimidating size
  +4
  8 precise throw
  +2
  9 fast movement
  +10'
  10 fearsome charge
  +2
  11 extended throw
  +20'
  12 intimidating size
  +6
  13 precise throw
  +3
  14 fast movement
  +15'
  15 fearsome charge
  +3
  16 extended throw
  +30'
  17 intimidating size
  +8
  18 precise throw
  +4
  19 fast movement
  +20'
  20 fearsome charge
  +4
  Guardian
  1 detect evil
  1/day
  2 aura of courage
  immune to fear, allies w/in 10' are +4 vs fear effects
  3 renown
  +2 cha checks & cha-related skill checks vs non-evil char
  4 smite evil 
  1/day
  add cha mod to attack roll, dmg +1
  5 +1 con
  6 righteous fury
  +1
  ignores DR as if has a +1 weapon, no + on attack/dmg rolls
  7 inspire valor
  1/day
  allies w/in 30' +1 attack/dmg/save, 1 rd/lvl, free action
  8 rage
  1/day
  see barbarian in the PH
  9 smite evil 
  2/day
  10 +2 con
  11 righteous fury
  2/day
  12 inspire valor
  2/day
  13 forbiddance
  1/day
  14 smite evil 
  3/day
  15 +3 con
  16 righteous fury
  3/day
  17 rage
  2/day
  18 inspire valor
  3/day
  19 smite evil 
  4/day
  20 +4 con
  4
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Healer
  1 cure light wounds
  1/day
  2 cure light wounds
  2/day
  3 cure moderate wounds
  1/day
  4 delay poison
  1/day
  5 lesser restoration
  1/day
  6 cure moderate wounds
  2/day
  7 cure serious wounds
  1/day
  8 remove blindness/deafness
  1/day
  9 remove disease
  1/day
  10 cure light wounds
  3/day
  11 cure critical wounds
  1/day
  12 neutralize poison
  1/day
  13 cure moderate wounds
  3/day
  14 delay poison
  2/day
  15 lesser restoration
  2/day
  16 cure serious wounds
  2/day
  17 heal
  1/day
  18 cure light wounds
  4/day
  19 cure moderate wounds
  4/day
  20 restore life
  1/day
  can restore char to life from less than -10 hp; must be w/in 10min
  Ironborn
  1 incredible resilience
  HD increases one step (d4 to d6, d6 to d8, d8 to d10, d10 to d12)
  2 fort save
  +1
  3 natural armor
  +1
  4 improved healing
  1
  HP recovered even during normal or strenuous activity
  5 DR
  1/-
  6 elemental resistance
  5
  pick one type of energy
  7 fort save
  +2
  8 natural armor
  +2
  9 improved healing
  2
  10 DR
  2/-
  11 elemental resistance
  5
  second type of energy
  12 fort save
  +3
  13 natural armor
  +3
  14 improved healing
  3
  15 DR
  3/-
  16 elemental resistance
  5
  third type
  17 fort save
  +4
  18 natural armor
  +4
  19 improved healing
  4
  20 DR
  4/-
  5
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Juggernaut
  1 brute strength
  +1
  bonus to strength, climb, jump, & grapple checks
  2 knock
  1/day
  3 ignore hardness
  1
  ignore this much hardness
  4 shatter
  1/day
  5 brute strength
  +2
  6 +1 strength
  7 knock
  2/day
  8 bull's strength
  1/day
  self only
  9 ignore hardness
  2
  10 brute strength
  +3
  11 shatter
  2/day
  12 +2 strength
  13 knock
  3/day
  14 ignore hardness
  3
  15 brute strength
  +4
  16 bull's strength
  2/day
  17 shatter
  3/day
  18 +3 strength
  19 ignore hardness
  4
  20 brute strength
  +5
  Mentalist
  1 missive
  1/day
  2 empathy
  1/day
  3 detect thoughts
  1/day
  4 missive
  2/day
  5 lesser mindlink
  1/day
  6 empathy
  2/day
  7 detect thoughts
  2/day
  8 suggestion
  1/day
  9 lesser mindlink
  2/day
  10 forced mindlink
  1/day
  11 mindwipe
  1/day
  12 suggestion
  2/day
  13 missive
  3/day
  14 empathy
  3/day
  15 tailor memory
  1/day
  16 detect thoughts
  3/day
  17 mind probe
  1/day
  18 lesser mindlink
  3/day
  19 suggestion
  3/day
  20 forced mindlink
  2/day
  6
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Mystic
  1 burst
  1/day
  2 biofeedback
  1/day
  3 combat prescience
  1/day
  4 burst
  2/day
  5 hustle
  1/day
  6 biofeedback
  2/day
  7 combat prescience
  2/day
  8 metaphysical weapon
  1/day
  9 hustle
  2/day
  10 inertial barrier
  1/day
  11 adamant grasp
  1/day
  12 metaphysical weapon
  2/day
  13 burst
  3/day
  14 biofeedback
  3/day
  15 energy barrier
  1/day
  16 combat prescience
  3/day
  17 adapt body
  1/day
  18 hustle
  3/day
  19 metaphysical weapon
  3/day
  20 inertial barrier
  2/day
  Naturefriend
  1 calm animals
  1/day
  2 detect animals or plants
  1/day
  3 entangle
  1/day
  4 speak with animals
  1/day
  5 animal friend
  animals must will save (DC10+cha mod) to attack char;
  6 plant growth
  1/day
  char is +4 to animal empathy & handle animal
  7 calm animals
  2/day
  8 speak with plants
  1/day
  9 detect animals or plants
  2/day
  10 plant friend
  plant creatures must will save (DC10+cha mod) to attack char;
  11 speak with animals
  2/day
  char is +4 to diplomacy checks vs intelligent
  12 entangle 
  2/day 
  plant creatures
  13 calm animals
  3/day
  14 plant growth
  2/day
  15 wall of thorns
  1/day
  16 animal growth
  1/day
  17 speak with plants
  2/day
  18 speak with animals
  3/day
  19 entangle
  3/day
  20 liveoak
  1/day
  7
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Philosopher
  1 augury
  1/day
  2 rational discourse
  1/day
  +10 circumstance bonus to bluff/diplomacy for 1 rd/lvl
  3 hypnotism
  1/day
  4 augury
  2/day
  5 +1 int
  6 modify memory
  1/day
  7 rational discourse
  2/day
  8 confusion
  1/day
  9 augury
  3/day
  10 +2 int
  11 hypnotism
  2/day
  12 rational discourse
  3/day
  13 modify memory
  2/day
  14 feeblemind
  1/day
  15 +3 int
  16 confusion
  2/day
  17 augury
  4/day
  18 rational discourse
  4/day
  19 modify memory
  3/day
  20 +4 int
  Quickened
  1 initiative
  +2
  2 dodge bonus to AC
  +1
  3 speed
  +5'
  4 burst of speed
  1/day
  free action; gives one extra attack/rd for 5+con mod rds
  5 +1 dex
  when over, fatigued for remainder of encounter
  6 initiative
  +4
  (-2 effective str/dex, cannot run or charge
  7 dodge bonus to AC
  +2
  8 speed
  +10'
  9 burst of speed
  2/day
  10 +2 dex
  11 initiative
  +6
  12 dodge bonus to AC
  +3
  13 speed
  +15'
  14 burst of speed
  3/day
  15 +3 dex
  16 initiative
  +8
  17 dodge bonus to AC
  +4
  18 speed
  +20'
  19 burst of speed
  4/day
  20 +4 dex
  8
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Seer
  1 augury
  1/day
  2 clairaudience/clairvoyance
  1/day
  3 scry object
  1/day
  scry check (DC10), each five over DC gives info about object
  4 augury
  2/day
  takes one minute
  5 clairaudience/clairvoyance
  2/day
  6 divination
  1/day
  7 scry object
  2/day
  8 scrying
  1/day
  9 augury
  3/day
  10 clairaudience/clairvoyance
  3/day
  11 scry past
  1/day
  events in area for 1 hr/lvl, takes 1min (helpless); after, dazed 1min;
  12 scry object
  3/day
  specific action or object (Spot DC15)
  13 divination
  2/day
  5+ ranks in scry gives +2 synergy bonus
  14 scry future
  1/day
  focus on particular course of action, takes 1min(helpless); after,
  15 scrying
  2/day
  dazed 1min; particular detail (Spot DC15)
  16 foresight
  1/day
  17 augury
  4/day
  18 scry past
  2/day
  19 divination
  3/day
  20 scry future
  2/day
  Shadow Walker
  1 night vision
  darkvision 60'
  2 shadow veil
  1/day
  +10 circumstance bonus to hide/move silent for 1min+1 rd/lvl
  3 expeditious retreat
  1/day
  4 undetectable alignment
  1/day
  5 blur
  1/day
  6 shadow jump
  10'
  move distance shown as move= action thru shadows bypassing
  7 pass without trace
  1/day
  barriers as if not there
  8 shadow veil
  2/day
  9 expeditious retreat
  2/day
  10 nondetection
  1/day
  11 blur
  2/day
  12 shadow jump
  20'
  13 shadow veil
  3/day
  14 expeditious retreat
  3/day
  15 false vision
  1/day
  16 blur
  3/day
  17 shadow jump
  30'
  18 freedom of movement
  1/day
  19 shadow veil
  4/day
  20 expeditious retreat
  4/day
  9
  Compiled by
  zenld
  
  Heroic Paths
  Midnight
  Richey Campaign
  8/10/2003
  Steelblooded
  1 weapon sense
  +1
  bonus on non-proficient weapons
  2 strategic blow
  +1
  ignore DR = to this
  3 offensive tactics
  +1
  uses full attack action, bonus to 1st attack roll or all dmg rolls that rd
  4 defensive tactics
  when fights defensively, only -2 to attack rolls *
  5 weapon sense
  +2
  6 combat endurance
  1/day
  gets 1 temp HP/lvl; lasts 1min; may have more than base; free act
  7 furious attacks
  +1
  if uses double weapon or two weapons, gets bonus †
  8 strategic blow
  +2
  9 defensive tactics
  when uses total defense, +6 dodge bonus to AC *
  10 weapon sense
  +4
  11 offensive tactics
  +2
  12 combat endurance
  2/day
  13 strategic blow
  +3
  14 defensive tactics
  can move base speed without suffering attacks of opportunity * 
  15 furious attacks
  +2
  16 mastery of steel
  17 strategic blow
  +4
  18 combat endurance
  3/day
  19 defensive tactics
  never suffers attacks of opportunity for any action *
  20 strategic blow
  +5
  * must be armed with a melee weapon for this to work
  † other penalties still apply
  Warg
  must pick bonded creature type
  1 wild sense
  pick low-light vision or scent; if have ll vision, becomes darkvision 
  2 animal companion
  as per animal friendship spell, even if not normally affected by spell
  3 speak with animals
  1/day
  4 charm animal
  1/day
  as charm animal spell *
  5 call animal
  1/day
  simple thoughts to companion; or call allies as per summon nature ally
  6 wildshape
  1/day
  polymorph self into bonded type, not disoriented
  7 improved companion                               +2 HD, +2 natural armor, +1 str adj, int=6, share save throws
  8 wild sense
  9 speak with animals
  2/day
  10 wildshape
  2/day
  11 charm animal
  2/day
  12 improved companion                               +4 HD, +4 nat. armor, +2 str adj, int=7, improved evasion
  13 call animal
  2/day
  14 wildshape
  3/day
  dire or advanced
  15 speak with animals
  3/day
  16 improved companion                               +6 HD, +6 nat. armor, +3 str adj, int=8
  17 charm animal
  3/day
  18 wildshape
  4/day
  dire or advanced
  19 call animal
  3/day
  20 improved companion                              +8 HD, +8 nat. armor, +4 str adj, int=9
  10
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Beast
  1 vicious assault 
  * 
  gains improved unarmed attack, greater damage, & a bite attack
  natural attacks- both claw attacks at BAB, bite at -5
  qualifies for multiattack feat: reduces bite penalty to -2
  wild sense
  may pick either low-light vision or scent as a special quality
  if already has low light, it is improved to darkvision 60'
  2 bestial aura
  can turn animals as a cleric of 2 lower lvls turns undead 2+cha mod/day
  -10 on handle animal checks
  3 magic fang
  1/day self only
  4 expeditious retreat
  1/day self only
  5 +1 str
  6 vicious assault
  7 rage
  1/day as per the barbarian (see PH)
  8 endurance
  1/day self only
  9 cat's grace
  1/day self only
  10 +2 str
  11 vicious assault
  12 enhanced bestial aura
  turns animals as cleric of same lvl turns undead 5+cha mod/day
  all animals w/in 15' react negatively to char
  13 bull's strength
  1/day self only
  14 greater magic fang
  1/day self only
  15 +3 str
  16 enhanced wild sense
  17 rage
  2/day
  18 freedom of movement
  1/day self only
  19 bull's strength
  2/day self only
  20 +4 str
  lvl
  med (claw/bite)
  small (claw/bite)
  * 1st
  1d4/1d2
  1d3/1
  6th
  1d6/1d3
  1d4/1d2
  11th
  1d68/1d4
  1d6/1d3
  1
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Elementalborn
  1 elemental taint
  *
  elemental resistance
  5
  type per primary elemental influence
  2 elemental aspect
  †
  3 elemental cohort
  2 HD ‡‡
  4 elemental aspect
  5 elemental resistance
  15
  2nd type
  6 elemental aspect
  7 elemental cohort
  4 HD
  8 elemental aspect
  9 elemental summoning
  ‡
  10 elemental cohort
  8 HD
  11 elemental aspect
  12 elemental resistance
  30
  3rd type
  13 elemental aspect
  14 elemental summoning
  15 elemental aspect
  16 elemental resistance
  40
  4th type
  17 elemental aspect
  18 elemental cohort
  16 HD
  19 elemental aspect
  20 elemental
  ††
  * taint: pick one element, get one spell like ability usable 1/day; also defines first elemental resistance
  air
  open/close
  electricity
  earth
  detect poison
  acid
  fire
  flare
  fire
  water
  ray of frost
  cold
  † aspect: gains one of the following each time this ability comes up. First one based on primary element.
  air light step: +2 move silent; char weighs 20% less (does not include equipment); may be chosen up to 5 times
  breathless: can breathe while skin exposed to air; immune to gas based poisons, etc.
  earth acidic secretions: acid ignores cloth/metal/wood, but dmg living tissue; anyone grappling this char takes
                     1d4 acid dmg/rd; unarmed strike does normal dmg+1d4 acid dmg and is considered armed
  skin of stone: +1 natural bonus to AC
  fire fiery metabolism: +4 fort save vs poisons/diseases, also bonus to save vs side effects of herbal concoctions
  heat body: body becomes very hot; any char/enemy who touches/strikes suffers as heat metal spell
                     may be used 1/day / #of times chosen
  water water adaptation: char gains swim spd of 1/2 norm spd; hold breath 2x normal duration
  aquatic form: +4 bonus to swim checks; +1 natural armor
  ‡ summoning: as the spell summon monster IV & V  except only elementals may be summoned
  ‡‡ cohort: char gains elemental cohort of listed HD, same type as primary aspect; 
                      remains hidden until needed; never travels more than 100' from char; if destroyed a new cohort
                      cannot be summoned until the next HD listed is granted; if still alive when char reaches next HD
                      cohort advances to that HD
  †† elemental: char treated as elemental for spells/effects/immunities; immune to all forms of elemental energy;
                      can communicate with all elementals regardless of language or aspect;
                      however, can still be brought back from the dead as a humanoid
  2
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Fellhunter
  1 sense the dead 
  15' 
  spot check (DC10+1/HD of creature); senses all undead char exceeds DC of
  does not provoke AoO
  2 touch of the living
  +1
  dmg to undead / 5 char lvls
  3 sense the dead
  20'
  4 unseen
  40'
  invisible to undead further than this away from char
  5 sense the dead
  25'
  6 disrupting attack
  1/day will save (DC15+1 per 2 char lvls) or dazed for 1d4 rds
  7 sense the dead
  30'
  8 unseen
  30'
  9 sense the dead
  35'
  10 disrupting attack
  3/day
  11 sense the dead
  40'
  12 unseen
  20'
  13 sense the dead
  45'
  14 disrupting attack
  4/day
  15 sense the dead
  50'
  16 unseen
  10'
  17 sense the dead
  55'
  18 disrupting attack
  5/day
  19 sense the dead
  60'
  20 grave severance
  undead w/less HD than char that char hits must make will save (DC25)
  or die
  3
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Hunter
  1 feral tracker
  +1
  w/out track feat, bonus to track animals, w/feat, bonus to track anything
  may use scent to ignore effects of surface condition, visibility
  and to determine creatures condition (ie wounded, mental cond, etc)
  scentless
  suppresses own scent, smells faintly of the outdoors
  2 determined hunter
  +1
  bonus to 1 type of roll vs tracked creature/hr, each hr adds bonus to
  another roll type (ie attack/dmg/save/skill)
  3 detect animals or plants
  1/day
  4 wolf's pace 
  normal 
  no penalty to wild lore at spd; duration *2; 
  5 feral tracker
  +2
  6 determined hunter
  +2
  7 speak with animals or plants
  1/day
  8 wolf's pace
  herbal
  profession(herbalist) check every 2 hrs
  success=found useful herb
  9 feral tracker
  +3
  10 determined hunter
  +3
  11 neutralize poison
  1/day
  12 wolf's pace
  double
  track at hustle w/out penalty
  13 feral tracker
  +4
  14 determined hunter
  +4
  15 freedom of movement
  1/day
  16 wolf's pace
  restful
  gains hp as resting even while exerting self
  17 feral tracker
  +5
  18 determined hunter
  +5
  19 commune with nature 
  1/day
  20 wolf's pace
  run
  track at run, allow others to keep up w/out con roll
  4
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Jack of All Trades
  1 spell choice
  1/day 0-lvl
  not from greater evoc, greater conjure, or necro
  2 spontaneous spell
  1/day 0-lvl
  not from greater evoc, greater conjure, or necro
  3 skill boost
  +2 to any one skill, must pick a different skill each time
  4 ability boost
  +1 to any ability, must pick a different ability each time
  5 save boost
  +1 to any save, must pick a different save each time
  6 spell choice
  1/day 1st lvl
  7 bonus feat
  8 ability boost
  9 save boost
  10 spell choice
  1/day 2nd lvl
  11 skill boost
  12 ability boost
  13 spontaneous spell
  1/day 1st lvl
  14 bonus feat
  15 save boost
  16 spell choice
  1/day 3rd lvl
  17 skill boost
  18 ability boost
  19 spontaneous spell
  1/day 2nd lvl
  20 skill boost
  5
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Mountainborn
  1 mountaineer
  +4
  bonus to climb, jump, & wild lore in mountains
  2 resistance
  2/day
  3 ambush
  +4 hide
  w/ 10min can hide self + 11 allies
  4 rallying cry
  1/day if not surprised in ambush, free action; gives allies +4 to avoid surprise
  if they fail, still not flatfooted
  5 +1 con
  6 mountaineer
  +6
  7 ambush
  +2 attack bonus
  to first attack made from cover
  8 rallying cry
  2/day
  9 stone shape
  1/day
  10 +2 con
  11 mountaineer
  +8
  12 rallying cry
  3/day
  13 ambush
  +10 hide
  + any ally can use mtneer's hide check if its better
  14 stone tell
  2/day
  15 +3 con
  16 mountaineer
  +10
  17 rallying cry
  4/day
  18 ambush 
  attack (ranged) while hidden w/out giving away position
  each rd, enemies +4 spot check
  19 stone shape
  2/day
  20 +4 con
  6
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Northblooded
  1 northborn
  animal empathy as class skill; +2 wild lore dealing with all things cold
  2 cold resistance
  5
  3 battle cry
  1/day free action, get 1 temp hp/lvl until combat is over
  4 howling winds
  1/day as commune with nature  except only get one question
  5 +1 con
  6 aura of warmth
  all characters w/in 10' of you get a +4 to fort save vs cold
  7 battle cry
  2/day
  8 howling winds
  2/day also now get two questions
  9 cold resistance
  15
  10 +2 con
  11 improved battle cry
  +1 to all attack/dmg rolls as well
  12 howling winds
  3/day gets three questions
  13 frost weapon
  1/day as if weapon has frost special weapon quality
  14 battle cry
  3/day
  15 +3 con
  16 cold immunity
  17 battle cry
  4/day
  18 greater frost weapon
  as if weapon has icy burst special weapon quality
  19 frost weapon
  2/day
  20 +4 con
  7
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Painless
  1 painless 
  1 extra hp/lvl; +10 to skill checks or saves vs pain
  2 last gasp 25%
  +1
  when reaches listed % of hp, gets bonus to all attack/dmg; stacks
  3 uncaring mind
  +1
  bonus to will save vs enchantment spells and effects
  4 knockout resistance
  2
  dmg resistance vs subdual dmg from injury
  5 fight to the death
  can fight all the way to -10 hp
  6 last gasp 50%
  +1
  7 uncaring mind
  +2
  8 last gasp 25%
  +2
  9 knockout resistance
  6
  10 increased damage threshold
  -20
  can fight to -20 hp
  11 last stand
  1/day gains SR 25, DR 25/-, energy resistance (all) 50 for 1min
  then drops to 1 hp from dead (ie -9, -19, -29, -39)
  12 last gasp 50%
  +2
  13 uncaring mind
  +3
  14 knockout resistance
  10
  15 increased damage threshold
  -30
  can fight to -30 hp
  16 last gasp 25%
  +3
  17 uncaring mind
  +4
  18 last stand
  2/day SR 35, DR 45/-, ER 70
  19 last gasp 50%
  +3
  20 increased damage threshold
  -40
  can fight to -40 hp
  8
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Pureblood
  1 master adventurer
  +2
  pick 3 non cha-based skills to get bonus
  2 blood of kings
  +2
  each day pick 1:
  bonus to cha-based checks vs dark lord's forces
  bonus to cha-based checks vs shadow's enemies
  3 bonus feat
  4 skill mastery
  pick 1 skill, may take 10 even if circumstances don't allow
  each time must pick a different skill
  5 ability increase
  +1 to ability of choice; each time must pick different ability
  6 master adventurer
  +4
  7 blood of kings
  +4
  8 bonus feat
  9 skill mastery
  10 ability increase
  11 master adventurer
  +6
  12 blood of kings
  +6
  13 bonus feat
  14 skill mastery
  15 ability increase
  16 master adventurer
  +8
  17 blood of kings
  +8
  18 bonus feat
  19 skill mastery
  20 ability increase
  9
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Seaborn
  1 dolphin's grace
  20'
  swim spd; +8 on swim checks
  2 deep lungs 
  *3 
  can hold breath listed bonus * con; if already have, +1 to multiplier
  save vs cold
  +5
  3 aquatic blindsight
  30'
  can see underwater where too dark for normal vision
  4 aquatic ally II 
  1/day as summon nature's ally;  only aquatic creature, respond in 1d4+1 min
  5 blur
  1/day
  6 deep lungs
  *4
  cold resistance
  5
  7 dolphin's grace
  40'
  8 aquatic ally III
  2/day
  9 fog cloud
  1/day
  10 aquatic adaptation
  completely adapted to living underwater, may still breathe on land
  11 aquatic blindsight
  60'
  12 aquatic ally IV
  3/day
  13 displacement
  1/day
  14 total elemental resistance
  5
  15 dolphin's grace
  60'
  16 aquatic ally V
  4/day
  17 aquatic emissary
  can speak with any aquatic creature/animal as if in its native tongue
  18 assist allies
  allows allies to move norm spd underwater; 1 ally/lvl;
  allows them to hold breath # of min = to con mod
  19 aquatic blindsight
  90'
  20 aquatic ally VI
  5/day
  10
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Speaker
  1 comprehend languages
  1/day
  2 persuasive speaker
  +3
  bonus to all cha-based skill checks that involve speaking
  3 power word
  opening 
  (knock)
  standard act; does not provoke AoO;
  may use 3+cha mod /day; save as per the spells
  4 whispering wind
  1/day
  5 +1 cha
  6 power word
  shattering 
  (shatter)
  7 persuasive speaker
  +6
  8 tongues
  1/day
  9 power word
  conflagration
  all creature w/in 10'/point of cha mod take 1d6
  per rd on fire, reflex(DC 15+cha mod) to douse
  10 +2 cha
  11 unstoppable voice
  12 shout
  1/day
  13 power word
  silence
  14 language savant
  15 +3 cha
  16 power word
  command
  all creature w/in 10'/point of cha mod will save
  17 control power word
  18 greater shout
  1/day
  19 power word
  immobilize
  all creature w/in 10'/point of cha mod take 1d6
  20 +4 cha
  11
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Spellsoul
  this character may not ever take the magecraft or spellcasting feats
  1 untapped potential
  gains spell energy = 1+highest mod of int/wis/cha;
  may share w/spellcaster by touching the other char
  2 aura
  1/day
  metamagic
  enlarge
  as feat
  3 magic resistance
  +1
  4 metamagic
  extend spell
  as feat
  5 aura
  2/day
  bonus spell energy
  +2
  6 metamagic
  reduce spell
  all variables by 1/2
  7 magic resistance
  +2
  8 aura
  3/day
  metamagic
  attract
  can cause any targeted spell to hit spellsoul char
  9 supernatural resistance
  10 metamagic
  empower spell
  as feat
  11 aura
  4/day
  bonus spell energy
  +4
  12 metamagic
  maximize
  as feat
  13 magic resistance
  +3
  14 aura
  5/day
  metamagic
  destroy
  dispels the spell
  15 magic resistance
  +4
  16 metamagic
  absorb spell
  as attract + if saves, absorbs the spell energy
  17 aura
  6/day
  bonus spell energy
  +6
  18 metamagic
  redirect spell
  send targeted spell to any point within its range
  19 magic resistance
  +5
  20 aura
  7/day
  metamagic
  suppress magic
  nullifies all spells, spell-like abilities and 
  magic items w/in 30'
  12
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Sunderborn
  1 blood of the planes
  +4
  listed bonus on all cha-based skill checks vs outsiders
  2 summon monster I
  1/day
  3 planar fury
  1/day as rage except all bonuses halved (+2str/con,+1will) & no AC penalty
  4 summon monster II
  1/day
  5 +1 str
  6 astral sight
  see invisible as the spell, always on
  7 summon monster III
  1/day
  8 planar fury
  2/day
  9 summon monster IV
  1/day
  10 +2 str
  11 blood of the planes
  +8
  12 summon monster V
  1/day
  13 improved planar fury
  as rage except no AC penalty (+4str/con,+2will)
  14 summon monster V
  2/day
  15 +3 str
  16 summon monster VI
  1/day
  17 astral sight
  true seeing as the spell, always on
  18 planar fury
  3/day
  19 summon monster VII
  1/day
  20 +4 str
  13
  Compiled by
  zenld
  
  Heroic Paths II
  Midnight
  Against the Shadow
  Richey Campaign
  8/12/2003
  Tactician
  1 aid another
  as move action instead of standard, bonus to check
  2 combat overview
  1/day move=; ally can avoid AoO, OR apply sneak att dmg to 1 norm  att, OR
  avoid being flatfooted
  3 coordinated initiative
  1/day allows allies within 30' to use tactician's init if higher
  4 coordinated attack
  1/day full rd act; allies delay to tactician's init, all att same target, +1 att/dmg
   per ally up to max of +5
  5 aid another
  +1
  6 combat overview
  2/day
  7 coordinated initiative
  2/day
  8 coordinated attack
  2/day
  9 aid another
  +2
  10 combat overview
  3/day
  11 coordinated initiative
  3/day
  12 coordinated attack
  2/day
  13 directed attack
  1/day full rd act; tact applies 1/2 BAB to one ally's attack w/in 30'
  14 aid another
  +3
  15 combat overview
  4/day
  16 coordinated initiative
  4/day
  17 coordinated attack
  2/day
  18 telling blow
  1/day standard act; until tact next turn, all allies w/in 30' may reroll all dmg
  19 aid another
  +4
  20 perfect assault 
  1/day full rd act; declared at beginning of rd; all allies w/in 30' threaten
  crit on any successful hit
  14
  Compiled by
  zenld
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  1 
  Compiled by 
   
   
  zenld 
  Dwarves 
   
  Dwarves come in 2 varieties: regular and kurguns. Kurguns are dwarves who have taken to living 
  aboveground and typically are tattooed.  
   
  +2 con, -2 cha 
  med 
  spd 20’ 
  darkvision 60’ 
  stonecunning 
   
  +2 to notice unusual stonework (ie sliding walls, new or unsafe construction, etc) 
   
  passing within 10’ of such allows a check as if actively searching 
   
  can use search to find stonework traps only as a rogue 
   
  intuit depth 
  +2 natural armor 
  +2 saves vs poison 
  +2 save vs spells and spell like effects 
  dwarf spellcasters are -2 spell energy 
  +1 to attack rolls vs orcs and their kind 
  +1 dodge bonus to AC vs orcs 
  +1 to attack rolls when using axes or hammers 
  proficient with urutuk hatchets (racial dwarven weapon) 
   
  proficient with dwarven exotic weapons as if they were martial weapons 
  +2 appraise and craft when related to stone or metal items 
  +2 climb 
  +2 wilderness lore in mountains or underground 
  knowledge (kaladrun mountains) as a class skill 
  automatic languages: clan dialect, old dwarven pidgin, orcish pidgin 
  bonus languages: old dwarven, orcish, other clan dialect, trader’s tongue 
   
  favored class:  fighter (all clans) 
   
   
  barbarian (kurguns only)
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  2 
  Compiled by 
   
   
  zenld 
  Elves 
   
  There are four subraces of elves. Each is distinct enough to get its own description. 
   
  Caransil or wood elves 
   
  +2 dex, -2 con 
  med 
  spd 30’ 
  +2 save vs enchantment spells or effects 
  +1 skill point per lvl 
  low light vision 
  proficient with long or short sword 
   
  proficient with long and short bows, both composite and non 
   
  proficient in exotic elven weapons as if they were martial weapons 
  +2 listen, search and spot 
  +4 climb when in trees 
  knowledge (nature) & knowledge (caraheen) as class skills 
   
  +2 on knowledge (nature) & wilderness lore in forests and woodlands 
  elven spellcasters are +3 spell energy 
   
  caransil with an int of 10+ may choose 3 0-lvl spells from the wizards spell list. each spell may be 
  cast once per day. these are inherent spell like abilities and do not require spell energy to cast.  
   
  automatic languages: high elven 
  bonus languages: colonial, erenlander, halfling, jungle mouth, old dwarven, orcish, trader’s 
  tongue 
   
  favored class: channeler 
   
  Danisil or jungle elves 
   
  +2 dex, -2 con 
  med 
  spd 30’ 
  +2 on will saves 
  low light vision 
  proficient with sepi fighting knives (racial danisil weapon) 
   
  +1 to attack rolls when using 2 sepi in two handed fighting 
   
  proficient with long and short bows, both composite and non 
   
  proficient in exotic elven weapons as if they were martial weapons 
  +4 listen, search and spot 
  +4 climb when in trees 
  +4 hide and move silent in forest, jungle and woodlands 
  knowledge (nature) & knowledge (Aruun) as class skills 
   
  +4 on knowledge (nature) & wilderness lore in forests, jungles and woodlands 
  elven spellcasters are +2 spell energy 
   
  danisil with an wis of 10+ may choose 3 0-lvl spells from the druids spell list. each spell may be 
  cast once per day. these are inherent spell like abilities and do not require spell energy to cast.  
   
  automatic languages: high elven pidgin, jungle mouth 
  bonus languages: colonial, erenlander, halfling, high elven, trader’s tongue 
   
  favored class: wildlander 
   
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  3 
  Compiled by 
   
   
  zenld 
  Erunsil or snow elves 
   
  +2 dex, -2 con 
  med 
  spd 30’ 
  +2 save vs enchantment spells or effects 
  +1 fort save 
  cold resistance 5 
  low light vision 
  proficient with long sword or fighting knifes 
   
  proficient with long and short bows, both composite and non 
   
  +1 to attack rolls with icewood bows 
   
  +1 to attack rolls when using traditional fighting knives in two weapon fighting 
   
  proficient in exotic elven weapons as if they were martial weapons 
  +2 listen, search and spot 
  +4 climb when in trees 
  knowledge (nature) & knowledge (veradeen) as class skills 
   
  +2 on knowledge (nature) & wilderness lore in forests and woodlands 
  elven spellcasters are +2 spell energy 
   
  erunsil with an wis of 10+ may choose 2 0-lvl spells from the druids spell list. each spell may be 
  cast once per day. these are inherent spell like abilities and do not require spell energy to cast.  
   
  automatic languages: high elven, orcish pidgin, patrol sign 
  bonus languages: black tongue, erenlander, norther, orcish, trader’s tongue 
   
  favored class: wildlander 
   
  Miransil or sea elves 
   
  +2 dex, -2 con 
  med 
  spd 30’, swim +5 as move equivalent & +10 as full rd 
  +2 save vs enchantment spells or effects 
  can hold breath for number of rds = to 6*con 
  low light vision 
  proficient with longspear or javelin 
   
  proficient with long and short bows, both composite and non 
   
  proficient in exotic elven weapons as if they were martial weapons 
  +2 listen, search and spot 
  +4 climb when in trees 
  +4 swim 
  +2 profession (boater, fisher & sailor) 
  +2 craft (shipmaking) 
  knowledge (nature) & knowledge (miraleen) as class skills 
   
  +2 on knowledge (nature) & wilderness lore in coastal and marine environments 
  elven spellcasters are +2 spell energy 
   
  elves with a cha of 10+ may choose 2 0-lvl spells from the wizards spell list. each spell may be 
  cast once per day. these are inherent spell like abilities and do not require spell energy to cast.  
   
  automatic languages: high elven, jungle mouth 
  bonus languages: erenlander, halfling, trader’s tongue 
   
  favored class: channeler 
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  4 
  Compiled by 
   
   
  zenld 
  Gnomes 
   
  +4 cha, -2 str 
  small (+1 ac, +1attack, +4 hide, smaller weapons, lifting and carrying at 3/4) 
  spd 20' swim +5’ as move equivalent & +10’ as full rd 
  can hold breath for number of rds = to 3*con 
  low light vision 
  +1 fort saves 
  +2 vs spells and spell like effects 
  +2 profession (boater & sailor), swim, use rope 
  +4 wilderness lore on rivers 
  +4 appraise, bluff, diplomacy, and profession checks when trading 
  +4 bluff, forgery, gather information when smuggling 
  +2 perform (singing, storytelling, or playing musical instruments) 
  knowledge (eren river valley) as class skill 
  proficient with gnome exotic weapons as if martial weapons 
  automatic languages: trader’s tongue, any other language, any one pidgin 
  bonus languages: any except secret languages, black tongue, courtier, and patrol sign 
   
  favored class: rogue 
   
   
  Halflings 
    
  There are two types of halfling, the nomadic and the agrarian. 
    
  +2 dex, -2 str 
  small (+1 ac, +1attack, +4 hide, smaller weapons, lifting and carrying at 3/4) 
  spd 20' 
  low light vision 
  extra 1st lvl feats: endurance&toughness or 
                            magecraft or 
                            mounted combat 
  +2 on climb, jump and move silently checks 
  +1 on all save throws 
  +2 morale bonus vs fear effects 
  +2 spot and listen 
  knowledge(central erenland) as a class skill 
  proficiency with halfling exotic weapons as if they were martial weapons 
  automatic languages: colonial pidgin, halfling, orcish pidgin 
  bonus languages: colonial, erenlander, jungle mouth, orcish, trader's tongue 
    
  nomadic only 
  +2 handle animal and ride 
  +2 wilderness lore when in the plains or grasslands 
    
  agrarian only 
  +2 all non-metal and non-wood craft checks 
  +2 heal 
    
  all halflings with a wis of 10+ may choose two 0-lvl spells from the following list (create water, 
  cure minor wounds, light, mending, purify food and drink). each spell may be cast once per day. 
  these are inherent spell like abilities and do not require spell energy to cast. 
    
  favored class: channeler 
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  5 
  Compiled by 
   
   
  zenld 
  Humans 
   
  There are 3 subraces of humans. 
   
  Dorn 
   
  +2 str, -2 int 
  med 
  spd 30’ 
  +1 feat at 1st lvl, chose from weapon, armor, or fighter’s bonus feat lists 
  +4 skill points at 1st lvl, +1 pt at additional lvls 
  cold resistance 5 
  +1 fort save 
  proficient with bastard sword as martial weapon 
  +1 to attack rolls when fighting with 5+ dorns 
  +1 to attack rolls with bastard swords, greatswords, greataxes and all spears 
  knowledge (northlands) as a class skill 
  +2 wilderness lore in northlands 
  automatic languages: erenlander, norther 
  bonus languages: colonial, high elven, orcish, orcish pidgin, trader’s tongue 
   
  favored class: any 
   
   
   
   
  Erenlander 
   
  +2 stat of choice, -2 stat of choice 
  med 
  spd 30’ 
  +2 feats at 1st lvl 
  +8 skill pts at 1st lvl, +2 pts at additional lvls 
  +4 ranks in one craft or profession skill of choice 
  knowledge (central erenland) as class skill 
  automatic languages: erenlander 
  bonus languages: any except secret or restricted languages 
   
  favored class: any 
   
   
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/20/2003 
   
  6 
  Compiled by 
   
   
  zenld 
  Sarcosan 
   
  +2 cha, -2 wis 
  med 
  spd 30’ 
  +1 feat at 1st lvl 
  +4 skill pts at 1st lvl, +1 pt at additional lvls 
  +1 ref save 
  +4 handle animal and ride checks with horses 
  +1 dmg when attacking from horseback 
  don’t make ride checks for guiding horses with knees 
  don’t make concentration checks to cast spells from horseback 
  ranged attack penalties from horseback are halved, stacks with mounted archery feat 
  +2 bluff, diplomacy and sense motive 
  knowledge (southern erenland) as a class skill 
  +2 wilderness lore on southern plains 
  +2 gather information and knowledge in large cities 
  proficient with cedeku (small sword sized kukri) as martial weapon 
  automatic languages: colonial and erenlander 
  bonus languages: courtier, Halfling, norther, orcish, orcish pidgin, trader's tongue 
   
  favored class: any 
   
   
   
   
   
   
   
   
  Orcs 
   
  +4 str, -2 int, -2 cha 
  med 
  spd 30’ 
  darkvision 60’ 
  light sensitive: -1 to attack rolls in sunlight or daylight spell 
  nightfighting: +1 to attack rolls in no light 
  proficient in vardatch 
   
  proficient in orc exotic weapons as martial weapons 
  cold resistance 5 
  +1 to attack rolls when in groups of 10+ orcs 
  +2 save vs spells and spell like effects 
  +1 to attack rolls vs dwarves 
  +2 intimidate and wilderness lore 
  knowledge (northern marches) as a class skill 
  automatic languages: black tongue, old dwarven pidgin, high elven pidgin, orcish 
  bonus languages: any except courtier and any secret languages 
   
  favored class: barbarian 
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  7 
  Compiled by 
   
   
  zenld 
  Halfbreeds 
   
  Due to the nature of Midnight, the fey races can not interbreed with humans. However there is a 
  certain amount of it going on amongst the other races. 
   
  Dwarrow 
  Gnome/Dwarf mix 
   
  +2 cha 
  small (+1 ac, +1attack, +4 hide, smaller weapons, lifting and carrying at 3/4) 
  spd 20' 
  (if raised among gnomes: swim +5’ as move equivalent & +10’ as full rd) 
  darkvision 60’ 
  +2 save vs spells and spell effects 
  +2 save vs poison 
  +1 natural armor 
  automatic languages: as the race of the parent they grew up with 
  bonus languages: same 
   
  favored class: as the race of the parent they grew up with 
   
   
  Dworg 
  Orc/Dwarf 
   
  +2 str, +2 con, -2 int, -2 cha 
  med 
  spd 30’ 
  darkvision 60’ 
  stonecunning 
   
  +2 to notice unusual stonework (ie sliding walls, new or unsafe construction, etc) 
   
  passing within 10’ of such allows a check as if actively searching 
   
  can use search to find stonework traps only as a rogue 
   
  intuit depth 
  minor light sensitivity: if fail save, -1 attack 
   
  bright sunlight, fort save (DC15) 
   
  daylight spell, fort save (DC of spell) 
  +2 all saves 
  dworg spellcasters are -2 spell energy 
  +2 to attack rolls vs orcs and their kind 
  +2 wilderness lore in mountains 
  knowledge (kaladrun mountains) as a class skill 
  proficient with dwarven exotic weapons as if they were martial weapons 
  automatic languages: clan dialect, old dwarven pidgin, orcish pidgin 
  bonus languages: old dwarven, orcish, other clan dialect, trader’s tongue 
   
  favored class: barbarian 
   
  
  Races 
  Midnight 
  Richey Campaign 
   
   
  8/12/2003 
   
  8 
  Compiled by 
   
   
  zenld 
  Elflings 
  Elf/Halfling 
   
  +4 dex, -2 str, -2 con 
  med 
  spd 
  30’ 
  low light vision 
  +2 climb, heal, hide 
  +2 listen, search, spot 
  +1 on all saves 
  +2 wilderness lore in environment raised (forest or plains) 
  proficient with elf or Halfling exotic weapons as martial weapons 
  knowledge (central erenland OR aruun) as class skill 
   
  elflings with a wis of 10+ may choose two 0-lvl spells from the following list (create water, cure 
  minor wounds, light, mending, purify food and drink). each spell may be cast once per day. these 
  are inherent spell like abilities and do not require spell energy to cast. 
   
  automatic languages: Halfling, high elven pidgin, jungle mouth 
  bonus languages: colonial, erenlander, orcish, trader’s tongue 
   
  favored class: rogue 
   
   
   
  
SOURCE: textdata/thevault/Midnight/Compilation of Character Classes, Heroic Paths etc..pdf