Home forum Help Search Login Register

Site Sections

User Info

Welcome, Guest. Please login or register.
Did you miss your activation email?
October 21, 2017, 07:01:28 PM

Login with username, password and session length

Recent Topics

Site Tips

Avoid offending or attacking other users, be polite and well mannered and only good will come from it.
Pages: 1 [2]
Reply Send this topic Print
Author Topic: The download section  (Read 8268 times)
0 Members and 1 Guest are viewing this topic.
Lord Nikon
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Gender: Male
Posts: 21



« Reply #25 on: April 20, 2017, 06:00:09 AM »
Reply with quote

yes, I'd like some good stuff!
Logged
Lord Nikon
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Gender: Male
Posts: 21



« Reply #26 on: April 26, 2017, 04:51:25 AM »
Reply with quote

Well I've managed to find things via archive.org and PM'ing the Admin, seems to not get an answer at all. I guess this place is dead. Kind of sad, good stuff going on here. Wish I could help bring it back to its glory.
Logged
Luiniel Blades
Avatar of the Witch Queen
*****

Spell Energy / Taint +3/-0
Offline Offline

Gender: Male
Posts: 1,398


"Inch towards daylight"


« Reply #27 on: April 27, 2017, 03:52:16 PM »
Reply with quote

Well I've managed to find things via archive.org and PM'ing the Admin, seems to not get an answer at all. I guess this place is dead. Kind of sad, good stuff going on here. Wish I could help bring it back to its glory.

Wow, got some doom and gloom going on here.

Alright, since you seem to have only a modicum of patience, I'll see about doing this the old fashioned way. I've got a bunch of the information saved on a Google drive document. I'll try downloading it onto a flash drive and then reloading it onto the site here. It won't be pretty but it might work.
« Last Edit: April 27, 2017, 05:00:55 PM by Luiniel Blades » Logged

Currently reading: The Phantom Tolbooth
Luiniel Blades
Avatar of the Witch Queen
*****

Spell Energy / Taint +3/-0
Offline Offline

Gender: Male
Posts: 1,398


"Inch towards daylight"


« Reply #28 on: April 27, 2017, 04:57:55 PM »
Reply with quote

Okay, so my ability to add these as file uploads is apparently worse than I thought. Going to have to do this the really ugly way and just upload them all as if I was writing them myself.

If this is either wrong, or possibly subject to some sort of law problem then someone should say something. Otherwise enjoy getting the information while digging through it without any nice tables to look at it.


Midnight   2nd   Ed:   Errata   &   Clarifications
Updated 11/8/05

Introduction
The scale of the maps is 500 miles per inch.

Chapter 1: Races of Midnight
Erunsil Racial Traits: Erunsil (snow) elves treat icewood bows as martial weapons, rather than as exotic weapons.

Chapter  2:  Heroic Paths
Table vs. Description Conflicts: Where the description of a heroic path ability conflicts with the Abilities by Level  table, the table is correct.
Ability Bonuses: Whenever a heroic path grants an ability bonus, it provides a +1 inherent bonus to the character’s current ability score. So for instance, when a Northblooded character reaches 10th level, she gains a +1 inherent bonus to Constitution. This bonus stacks with the +1 inherent bonus to Constitution she gained at 5th level, for a total inherent bonus of +2.
Giantblooded (pg. 58): At character creation, when deter- mining the giantblooded’s height and weight, multiply his height and weight by 1.5 to determine his actual final height and weight. At 10th and 20th level his height and weight increase by 50%.
Pureblood (pg. 65): Only Erenlander characters may be take this heroic path.
Quickened (pg. 66): The level 11 and level 16 abilities should read “+2 bonus to initiative.” When the quickened character uses his burst of speed ability, he may move his base speed before or after making a full attack, superseding the normal rule that a character cannot move farther than 5 feet in the same round he performs a full-round action.
Seer (pg. 68): Divination 1/day at 14th level should be replaced by find the path 1/day.
Speaker (pg. 68): The DC for the speaker’s power words is 10 + spell level + speaker’s Charisma modifier.
“Word of Immobilization” should be “Word of Holding.”
 
Spellsoul (pg. 70): The spellsoul may affect spell-like abili- ties as well as spells, so long as he is aware of the ability being used and it is not quickened.
Shadow Walker (pg. 70): The shadow walker must be unrestrained (and able to actually “step into” the shadows) in order to use his shadow jump ability. If he is chained, grappled, pinned, or paralyzed he must first escape his bonds, succeed at an opposed grapple check, escape the pin, or somehow remove the paralysis before using his ability.
Also, the hide in plain sight ability is as per the wildlander ability of the same name, but instead of being able to use it in natural terrain, the shadow walker may use the ability (hiding even while observed) any time he is in shadowy or darker illumination.
Steelblooded (pg. 71): “Improved Weapon Focus” and “Improved Weapon Specialization” should be “Greater Weapon Focus” and “Greater Weapon Specialization.”
Warg (pg. 73): The level 13 ability, Ferocity, is the same as the wild boar extraordinary ability in the MM.

Chapter  3:  Core  Classes
Charismatic Channeler (pg. 80): All references to inspire freedom and supreme freedom should be replaced with inspire confidence and greater confidence, respectively.
Defender (pg. 83): As a clarification, a defender with speed training still cannot move more than 5 ft. if he takes a full- round action (unlike a quickened character, whose ability is limited by a number of rounds and uses per day). Adefender that performs a full attack action, for instance, could use his extra move action to stand from prone, close a door, draw a weapon, or pick up an item; he could not use it to move his base speed. Alternatively, if the defender took a double move, he could use this ability to move even farther; if he moved and then attacked once as a standard action, he could use this ability to move away again (possibly provoking attacks of opportunity from his opponent).
Fighter (pg. 85): As a clarification, unlike the other war- riors’ ways, a fighter who chooses the Leader of Men war- rior’s way must meet all the prerequisites for those feats.
Also as a clarification, fighters who choose the Adapter war- rior’s way and choose to increase their number of skill points per level gain 5 skill points per level for each subsequentfighter level; the increased skill points are not retroactive, nor do they apply to just 4th level. If the fighter chooses to increase his skill points per level again at 10th level, he sub- sequently gains 6 skill points per fighter level, and so on.
Wildlander Table 3–4 (pg. 87): The wildlander may use hunter’s strike 5/day at 20th level, not 4/day.
Wildlander Traits (pg. 88): Some wildlander traits list other wildlander traits as prerequisites; however, there may be core classes, prestige classes, or other sources that offer abilities that are identical to wildlander prerequisites (for instance, the warg heroic path grants wild empathy, and the rogue core class grants evasion). These abilities may, at the GM’s discretion, qualify as the identical wildlander trait for the purposes of fulfilling wildlander trait prerequisites. If this is allowed, however, the following level prerequisites should be added to each trait:
—Tier 2 traits gain “Wildlander level 2” as a pre requisite
—Tier 3 traits that have one tier 1 ability and one tier 2 ability as prerequisites gain “Wildlander level 8” as a prerequisite
—Tier 3 traits that have another tier 3 ability as a prerequisite gain “Wildlander level 11” as a prerequisite

Chapter  4:  Prestige Classes
Avenging Knife, Security Breach (pg. 97): Replace “the DC of this skill check is determined by consulting the table below” with “the DC of this skill check is equal to the Hide DC to blend in while in the area (see Hide, pg. 118).”
Bane of Legates class skill list (pg. 99): The bane of legate’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
Freerider Special Mount (pg. 104): The horse that a freerider gains is a Sarcosan warhorse.
Freerider Devastating Attack (pg. 122): As a clarification, if a freerider with the devastating attack ability has the Devastating Mounted Assault feat, he still suffers the normal
–5 penalty on iterative attacks; he simply does not suffer the additional –5 penalty on interative attacks made while on a mount that is performing a single move or a charge (making such attacks is normally impossible, but the ability is grant- ed by the Devastating Mounted Assault feat.
 
Chapter 5: Player Options
Feats, Crafting Spell Talismans (pg. 121-122): As a clari- fication, the amount of time and effort to craft a spell talis- man or greater spell talisman depends on the item’s gp value (those values are found on pg. 306 in the DM’s section).
Spell talismans are magical. The caster level (such as for the purposes of astirax detection, saving throws, dispelling, etc.) for spell talismans is equal to the minimum caster level required to cast the spell for which the talisman is designed. The caster level for greater spell talismans is 3rd for those that cost 25,000 gp, 5th for those that cost 40,000 gp, and 8th for those that cost 75,000 gp.
Magecraft (pg. 126): Normally, characters can cast a num- ber of 0-level spells per day equal to 3 + their spellcasting ability modifier without suffering spell damage or using spell energy. If the character exceeds this limit, treat all 0- level spells as 1st-level spells for purposes of spell energy and spell damage.
Spell Level (pg. 128): The rules for the maximum level of spell that may be learned do not apply to the 1st-level spell learned when taking the Magecraft feat.
Creating Charms (pg. 139): As a clarification, in addition to the skill prerequisites for creating the various levels of charms, characters must have the Craft Charm feat to create them.
Herbalism (pg. 139): As a clarification, in addition to need- ing to gather and prepare the ingredients, characters must have the Herbalist feat to create them.
Weapons [Tack whip] (pg. 145): Tack whips are more dan- gerous versions of farmer’s ropes whose bits, jangles, and studs can actually be used to inflict damage. They look like little more than tangles of bit, bridle and other tack for a beast of burden, such that Spot checks made to notice weapons with a casual glance and Search checks made to find weapons amidst a pile of other gear both suffer a –8 penalty.
Animals (pg. 148): Details on adult and immature wogren can be found in chapter twelve, pg. 332–333. Sarcosan hors- es are light warhorses (see MM) with maximum possible hit points, +5 ft. to speed, 15 Dexterity, and 16 Constitution.
More advanced rules for Sarcosan-bred horses may be found in Star and Shadow.

Chapter  9:  Kaladruns  &  Coast
Mithral in Midnight (pg. 244): Mithral in MIDNIGHT com- bines the best attributes of mithril and adamantine from D&D 3.5, not D&D 3.0. This means that all mithral items weigh half as much as the same items made from other metals, and that weapons and armor fashioned from mithral arealways masterwork items. Additionally, mithral in MIDNIGHT has 40 hits points per inch of thickness and and hardness 20.
Mithral weapons ignore hardness less than 20 for the pur- poses of sundering or damaging other items.
The spell failure chance for armor made from mithral is decreased by 10%, the maximum dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0). Armor made from mithral has has sev- eral additional traits, including:
—Light armor made from mithral grants its wearer damage reduction 1/—.
—Medium armor made from mithral grants its wearer dam- age reduction 2/— and is considered to be light armor.
—Heavy armor made from mithral grants its wearer damage reduction 3/— and is considered to be light armor.

Chapter  12:  Running  Midnight
Spell Talismans (pg. 306): The example given using the fireball is in error. Acharacter with a spell talisman (fire- ball) would expend four points of spell energy, rather than the normal five, when casting a fireball.
Oruks are still core creatures in MIDNIGHT SECOND  EDITION.
Oruk
Large Giant
Hit Dice: 3d8+6 (19 hp)
Initiative: +0
Speed: 20 ft. (half-plate); base 30 ft.
AC: 16 (–1 size, +2 natural, +5 breastplate) Attacks: Greataxe +6 melee or javelin +1 ranged Damage: Greataxe 3d6+6 or javelin 1d8+4 Space/Reach: 10 ft./10 ft.
Special Qualities: Darkvision 60 ft., light sensitivity, orc/ogre blood
Saves: Fort +5, Ref +1, Will +1
Abilities: Str 19, Dex 10, Con 15, Int 8, Wis 10, Cha 8
Skills: Listen +3, Spot +3
Feats: Power Attack
Climate/Terrain: Any land and underground
Organization: Solitary, pair, gang (2–4), squad (11–20 plus two 3rd-level sergeants and one leader of 3rd-6th-level), or band (20–80 plus 100% noncombatantas plus one 3rd- level sergeant per 10 adults, five 5th-level lieutenants, and three 7th-level captains)
Challenge Rating: 2 Treasure: Standard Alignment: Usually lawful evil
Advancement: By character class

Oruks, also called elite orcs or greater orcs, are the much larger kin of normal orcs. They usually reach well over eight feet tall but closely resemble normal orcs in all ways

M2E: Errata and Clarifications
 
except build: oruks are much stronger and stockier. It is believed that oruks are the result of the union of a male orc and a female ogre.
In contrast to lesser orcs, oruks are highly disciplined and straightforward. The oruks of Aryth were bred to lead their lesser cousins in battle, although they often segregate themselves into all-oruk military units once battle is joined. Oruk military units are highly organized, tactically superior, and far more dangerous than those of normal orcs. Such oruk units formed the vanguard of Izrador’s armies during the Last Battle, and they proved devastating to the defending human, elf, and dwarf units. Oruks do not separate themselves into their own clans, despite their tendency to self-segregate while in an orc army. Oruks speak Orcish (3) and Black Tongue.
Combat
Oruks prefer weapons that deal massive amounts of damage. They try to avoid subterfuge, favoring direct combat to any other tactics.
Light Sensitivity (Ex): Oruks suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a day- light spell.
Orc/Ogre Blood (Ex): For all special abilities and effects, an oruk is considered an orc or ogre. Oruks, for exam- ple, can use special ogre or orc weapons or magic items with racially specific ogre or orc powers as if they were ogres or orcs.
Oruks as Characters
— +8 Strength, +4 Constitution, –2 Intelligence, –2 Charisma.
—   Large size
—   Space/Reach: 10 ft./10 ft.
—   Darkvision out to 60 ft.
—   Racial Hit Dice: An oruk begins with three levels of giant, which provide 3d8 Hit Dice, a base attack bonus of
+2, and base saving throw bonuses of Fort +3, Ref +1, and Will +1.
—   Racial Skills: An oruk’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Knowledge (northern reaches), Listen, Speak Language, and Spot.
—   Racial Feats: An oruk’s giant levels give it 1 feat.
—   Weapon and Armor Proficiency: An oruk is automatically proficient with simple and martial weapons, with light and medium armor, and wish shields. Oruks also gain weapon familiarity with all vardatch variations.
— +2 natural armor bonus.
—   Automatic Languages: Black Tongue and Orcish. Bonus Languages: High Elven, Erenlander, Norther, Old Dwarven.
—   Favored Class: Fighter.
—   Level adjustment: +2
Logged
Lord Nikon
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Gender: Male
Posts: 21



« Reply #29 on: April 30, 2017, 07:00:35 AM »
Reply with quote

thanks
Logged
larrybiscuit
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 7


« Reply #30 on: May 08, 2017, 10:04:48 PM »
Reply with quote

Ive got a bunch of the files

https://drive.google.com/drive/folders/0BwNCF6O9DqQkTjFSZTN3SGc5XzA?usp=sharing

A lot of stuff is there...also the books, which I definitely purchased and am sharing 100% not advocating piracy cause I did buy most of them
Logged
Lord Nikon
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Gender: Male
Posts: 21



« Reply #31 on: May 09, 2017, 05:22:17 AM »
Reply with quote

Ive got a bunch of the files

https://drive.google.com/drive/folders/0BwNCF6O9DqQkTjFSZTN3SGc5XzA?usp=sharing

A lot of stuff is there...also the books, which I definitely purchased and am sharing 100% not advocating piracy cause I did buy most of them

Thank you!
Logged
larrybiscuit
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 7


« Reply #32 on: May 09, 2017, 11:43:53 PM »
Reply with quote

Ive updated some stuff, added an excel sheet with the calendar and some note space and a ghetto time tracker, and added a hex grid layer where 1 hex ~ 1 day of travel in normal conditions to the map .psd, and generally changed the structure around. Let me know if the link breaks.
Logged
Lord Nikon
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Gender: Male
Posts: 21



« Reply #33 on: May 10, 2017, 04:52:38 AM »
Reply with quote

Ive updated some stuff, added an excel sheet with the calendar and some note space and a ghetto time tracker, and added a hex grid layer where 1 hex ~ 1 day of travel in normal conditions to the map .psd, and generally changed the structure around. Let me know if the link breaks.

I added it to my drive and the link appears to be still valid, thank you again!
Logged
larrybiscuit
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 7


« Reply #34 on: May 10, 2017, 12:05:13 PM »
Reply with quote

Have you tried waybacking the download page? Sometimes that actually works
Logged
DMDelver
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 8


« Reply #35 on: May 18, 2017, 02:08:10 PM »
Reply with quote

Does anyone have a copy of the draft of Tome of Sorrows 3 or whatever's gotten assembled so far? Thanks!
Logged
Luiniel Blades
Avatar of the Witch Queen
*****

Spell Energy / Taint +3/-0
Offline Offline

Gender: Male
Posts: 1,398


"Inch towards daylight"


« Reply #36 on: May 18, 2017, 03:28:42 PM »
Reply with quote

Go to page the Forums Page, then go down to Tome of Sorrows vol. III, once you are there go to the top post "Tome of Sorrows Volume 3: Assemble!", from there jump to page 4 and scroll down to reply #92 by Nifelhein and look at the bottom of  his post. There will be a download link attatched there and you should be able to pull up whatever he's got assembled.
Logged
DMDelver
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 8


« Reply #37 on: May 19, 2017, 05:57:07 PM »
Reply with quote

Thank you Blades!

@larrybiscuit - those maps are great! Is there a scale for the hexes?
Logged
larrybiscuit
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 7


« Reply #38 on: May 19, 2017, 06:04:48 PM »
Reply with quote

It's roughly a day of travel on a road using the SRDs rules, I think that's 20 miles or so. It's mostly eyeballed on, so it isn't accurate to a T (but who cares if it's that accurate anyway)
Logged
DMDelver
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 8


« Reply #39 on: May 22, 2017, 12:09:14 AM »
Reply with quote

Thanks, that makes it easy!
Logged
larrybiscuit
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 7


« Reply #40 on: May 22, 2017, 10:21:29 AM »
Reply with quote

Now when I finally get around to running a damn Midnight game (I swear I've been prepping for like two years and never get a group past Durgis Rock in Crown of Shadows) I'm gonna have a dope map to project on to a wall with a cheapo projector or cast onto a TV
Logged
Nifelhein
Administrator
*****

Spell Energy / Taint +22/-0
Offline Offline

Gender: Male
Posts: 2,115


Whisper's Will


« Reply #41 on: June 25, 2017, 05:46:57 AM »
Reply with quote

I will be uploading it to dropbox today, I kept trying to find time to work on the issue and it appears it might be august at the earliest, sorry for the long delay.
Logged

"We cannot live only for ourselves. A thousand fibers connect us with our fellow men; and among those fibers, as sympathetic threads, our actions run as causes, and they come back to us as effects."
 - Attributed to Herman Melville.
Nifelhein
Administrator
*****

Spell Energy / Taint +22/-0
Offline Offline

Gender: Male
Posts: 2,115


Whisper's Will


« Reply #42 on: June 25, 2017, 05:58:03 AM »
Reply with quote

Ok, files should be up on dropbox, I kept the names as they were saved in the site structure and since I haven't given up fixing the downloads section I won't be changing them.

YOu can find all downloads section files here: https://www.dropbox.com/sh/jb3csx0vj2s6jtg/AAB8yX-Lo-m9WZhcuO6oomqga?dl=0

You can share the link around, it will be kept up and working until I can fix the downloads section.
Logged
Aurae
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Gender: Female
Posts: 12



« Reply #43 on: June 30, 2017, 12:26:48 PM »
Reply with quote

Thanks for the temp-fix and all your work on the Downloads section! Smiley
« Last Edit: June 30, 2017, 12:29:11 PM by Aurae » Logged
larrybiscuit
Heepa-Heepa


Spell Energy / Taint +0/-0
Offline Offline

Posts: 7


« Reply #44 on: August 01, 2017, 01:41:25 PM »
Reply with quote

How would I go about submitting a new thing for the downloads section? I'm working on making the character sheet already there form fillable / basic automation in my spare time right now
Logged
Pages: 1 [2]
Reply Send this topic Print
Against the Shadow  |  Forum  |  General  |  Meta  |  Topic: The download section
Jump to:  

+ Quick Reply
With a Quick-Reply you can use bulletin board code and smileys as you would in a normal post, but much more conveniently.

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
AtS Dark Mercury design by Nifelhein, based on the Mercury theme by Bloc
Valid XHTML 1.0! Valid CSS!
Page created in 0.09 seconds with 79 queries.
TinyPortal © 2005-2011