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Author Topic: Rewritten Barbarians, Fighters and Rogues?  (Read 2957 times)
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Disembodied Spirits

Spell Energy / Taint +0/-0
Posts: 1

« on: October 22, 2017, 08:56:20 AM »

Are there any rewrites of these classes to fit better with Midnight (like the Wildlander is a rewrite of Ranger)?

New to the setting and was hoping to get a group of players together for it.
Luiniel Blades
Avatar of the Witch Queen

Spell Energy / Taint +4/-0
Gender: Male
Posts: 1,586

"Inch towards daylight"

« Reply #1 on: October 22, 2017, 03:13:20 PM »

There's a rewrite of the Midnight Barbarian, it's a tier based system and has a few abilities that I really like. Suck it Up is easily one of the most iconic things I like about it. The one thing I don't care for is that you have to build yourself up to being able to rage with taking Fury first. One change I might make is giving the ability to enter a Fury without taking it as a trait. Just a personal thought.

Midnight Barbarian
Alignment: Any non lawful
Hit die: d12
Starting Equipment: 3d4x10 vp.
Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int),
Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex),
Speak Language (n/a), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Attack Bonus

Save Special

1st +1 +2 +0 +0 Barbarian Trait, Endurance
2nd +2 +3 +0 +0 Barbarian Trait
3rd +3 +3 +1 +1 Suck it Up 1/day
4th +4 +4 +1 +1 Diehard
5th +5 +4 +1 +1 Barbarian Trait
6th +6/+1 +5 +2 +2
7th +7/+2 +5 +2 +2 Damage reduction 1/—
8th +8/+3 +6 +2 +2 Barbarian Trait
9th +9/+4 +6 +3 +3 Heart +2, Suck it Up 2/day
10th +10/+5 +7 +3 +3 Damage reduction 2/—
11th +11/+6/+1 +7 +3 +3 Barbarian Trait
12th +12/+7/+2 +8 +4 +4
13th +13/+8/+3 +8 +4 +4 Damage reduction 3/—
14th +14/+9/+4 +9 +4 +4 Barbarian Trait, Heart +4
15th +15/+10/+5 +9 +5 +5 Suck it Up 3/day
16th +16/+11/+6/+1 +10 +5 +5 Damage reduction 4/—
17th +17/+12/+7/+2 +10 +5 +5 Barbarian Trait
18th +18/+13/+8/+3 +11 +6 +6 Shrug it Off
19th +19/+14/+9/+4 +11 +6 +6 Damage reduction 5/—, Heart II
20th +20/+15/+10/+5 +12 +6 +6 Barbarian Trait
Class Features
All of the following are class features
of the barbarian.

Weapon and Armor Proficiency: A
barbarian is proficient with all simple and
martial weapons, light armor, medium armor,
and shields (except tower shields).

Endurance: Barbarians receive
Endurance as a bonus feat at 1st level. If he
already has Endurance he instead gains

Suck it Up (Ex): Even the mightiest of
blows might feel like just a sting to the
barbarian. Upon reaching 3rd level, when a
barbarian is hit but before he knows for how
much damage he is hit, he may decide to halve
that amount of damage. The barbarian may do
this once per day at 3rd level, twice per day at
9th level, and three times per day upon
reaching 15th level.

Diehard: Barbarians receive Diehard
as a bonus feat at 4th level. If he already has
Diehard he gains the Toughness feat.
Damage Reduction (Ex): At 7th level,
the barbarian gains the ability to shrug off
some amount of injury from each blow or
attack. Subtract 1 from the damage the
barbarian takes each time his is dealt damage
from a weapon or natural attack. At 10th level
and every three barbarian levels thereafter
(13th, 16, 19th), this damage reduction rises
by 1 point. Damage reduction can reduce
damage to 0 but not below 0.

Heart (Ex): The barbarian is a fierce
and brave warrior, not easily dissuaded from
death or danger. At 9th level, he gains a +2
bonus on all saving throws against fear effects.
At 14th level, this bonus rises to +4. At 19th
level, the barbarian reduces the level of any
fear-like effect by one step. In the case of the
shaken condition, this ability removes the fear
effect entirely.

Shrug it Off (Ex): The barbarian
becomes even hardier, healing hit points faster
than other people would. The barbarian now
recovers hit points and ability point damage
twice as fast as normal characters, this
increase to triple the amount with full rest or
long term care or quadruple with both. This
ability enhances the barbarian’s ability to
recover from harm and does not allow him to
recover damage caused by lack of sleep,
hunger and thirsty and other similar means
without eating, drinking or sleeping, for

Barbarian Trait (Ex): At 1st and 2nd
level and every three levels thereafter (5th,
8th, 11th, 14th, 17th, and 20th), a barbarian
gains a special trait of his choice from among
the following. Unless otherwise noted, all
barbarian traits are extraordinary abilities.

Barbarian Traits:
Barbarian traits are organized into
tiers. Tier 1 traits have no prerequisites. Tier 2
traits each have one specific tier 1 ability as a
prerequisite, and tier 3 traits have either a
specific tier 1 trait and a specific tier 2 trait as
prerequisites, or another tier 3 trait as a

Tier 1 Traits
Fury: As a free action the barbarian
enters a state of furious anger that grants him
+1 bonus to attack, damage, and initiative rolls
for 3 + Constitution modifier rounds. He may
enter Fury once per day per four barbarian
levels. The barbarian may declare that he is
entering a furious state immediately before
initiative is rolled.
Hard Stare: Sometimes all the
barbarian needs to do is stare his opponents
down. The barbarian may replace his
Charisma modifier with his Strength modifier
in order to determine Intimidate checks, and
further gains a +2 bonus to Intimidate to
demoralize an opponent.
Heart of Wolverine: Hurting the
barbarian is a sure way to make him angrier.
Whenever a barbarian is dropped to half or
less hit points, a barbarian gains +2 bonus to
Strength and Dexterity.

Quick Stride: The barbarian’s speed is
faster than the norm for his race by +10 feet.
This benefit applies only when he is wearing
no armor or light armor, and not carrying a
medium or heavy load. A barbarian may select
this trait multiple times, increasing his speed
by +10 feet each time; however, she may not
choose this trait twice in a row.
Thick Skinned: The barbarian gains
energy resistance of 2 against fire and cold.
This ability may be taken multiple times, each
time the resistance increases by +1.

War Cry: Shouting in exultation, the
barbarian gains +2 morale bonus to attack and
damage and grant all allies within 20 ft. a
similar +1 bonus. If the barbarian hits his
target, the target must succeed on a will save
(10 + 1/2 barbarian level + Charisma) or be
shaken for the next 1d6 rounds. This is part of
an attack action, lasts for one round, and may
be used once per encounter.

Tier 2 Traits
Overland Stride (Requires Quick
Stride): When using Survival and performing
tasks that normally require him to move at
half-speed (such as tracking, foraging, or
concealing tracks), the barbarian may move at
normal speed without penalty.

Rage (Requires Fury): As a free action
the barbarian can fly into a rage, using this
ability takes up one use of the fury ability for
the day. In a rage, a barbarian temporarily
gains a +4 bonus to Strength, a +4 bonus to
Constitution, and a +2 morale bonus on Will
saves, but he takes a –2 penalty to Armor
Class. The increase in Constitution increases
the barbarian’s hit points by 2 points per level,
but these hit points go away at the end of the
rage when his Constitution score drops back to
normal. (These extra hit points are not lost
first the way temporary hit points are.) While
raging, a barbarian cannot use any Charisma-,
Dexterity-, or Intelligence-based skills (except
for Balance, Escape Artist, Intimidate, and
Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can
he cast spells or activate magic items that
require a command word, a spell trigger (such
as a wand), or spell completion (such as a
scroll) to function. He can use any feat he has
except Combat Expertise, item creation feats,
and metamagic feats. A fit of rage lasts for a
number of rounds equal to 3 + the character’s
(newly improved) Constitution modifier. A
barbarian may prematurely end his rage. At
the end of the rage, the barbarian loses the
rage modifiers and restrictions and becomes
fatigued (–2 penalty to Strength, –2 penalty to
Dexterity, can’t charge or run) for double the
amount of time he spent in rage.

Stamina (Requires Thick Skinned):
When affected by a harmful spell that allows a
fortitude save, the duration of the spell is
halved (unless instantaneous or permanent)
and any damage is halved. This reduction only
applies to the barbarian, area spells still have
their full duration and do full damage to
surrounding targets.

Steel Eyes (Requires Hard Stare): The
barbarian may use the demoralize action as a
move action.

Uncanny Dodge (Requires Quick
Stride): The barbarian retains his Dexterity
bonus to AC (if any) even if he is caught flat-
footed or struck by an invisible attacker.
However, he still loses his Dexterity bonus to
AC if immobilized.

Wild Blow (Requires Fury): Barbarians
are unmatched when it comes to raw blow
exchange. The barbarian may add +1d6 of
damage to a single melee attack for every -2
penalty he takes to his AC (thus taking a -4
penalty to AC grants +2d6 damage, -6 penalty
to AC grants +3d6 damage, etc.), this penalty
last until the end of the characters next turn.
A barbarian may not deal nonlethal
damage with wild blow.

Tier 3 Traits

Mighty Blow (Requires Wild Blow and
Rage): As a standard action the barbarian may
elect to take a -4 penalty on an attack to
deliver a mighty blow. If the barbarian hits an
opponent within one size category of himself
with a mighty blow, his opponent must
succeed on a Reflex save (DC = damage dealt)
or be knocked flying 10 feet in a direction of
the barbarians choice and fall prone. The
barbarian can only push the opponent in a
straight line, and the opponent can’t move
closer to the barbarian than the square he
started in. If an obstacle prevents the
completion of the opponent’s move, the
opponent and the obstacle each take 1d6
points of damage, and the opponent stops in
the space adjacent to the obstacle. Targets
larger than the barbarian gain a +4 to the save
per size category to avoid being knocked;
smaller ones suffer -4 per size category.

Berserk (Requires Rage and Heart of
Wolverine): When entering rage, a barbarian
can decide to decrease the rage’s duration and
increase its potency. He must decide how
many rounds less will the rage last and this
number cannot exceed his Constitution bonus.
For each round subtracted a barbarian’s
Strength increases by additional 1 for the
duration of that rage.

Improved Uncanny Dodge (Requires
Uncanny Dodge): A barbarian can no longer
be flanked. This defense denies a rogue the
ability to sneak attack the barbarian by
flanking him, unless the attacker has at least
four more rogue levels than the target has
barbarian levels. If a character already has
uncanny dodge (see above) from a second
class, the character automatically gains
improved uncanny dodge instead, and the
levels from the classes that grant uncanny
dodge stack to determine the minimum level a
rogue must be to flank the character.

Menacing Aura (Requires Steel Eyes
and Wild Blow): In the midst of battle, covered
in blood, the barbarian is a frightening sight.
The barbarian exudes a demoralizing aura at
all times, any opponent within 30 ft. takes a -2
morale penalty to attack, any opponent
immune to fear or mind-affecting effects are
immune to this ability.

Mighty Rage (Requires Berserk): A
barbarian’s bonuses to Strength and
Constitution during his rage each increase to
+6, and his morale bonus on Will saves
increases to +3. The penalty to AC remains at

Swift as the Wind (Requires Improved
Uncanny Dodge): The barbarian appears to be
everywhere on the battlefield. By sacrificing
his lowest attack in the full attack action the
barbarian gains a move action that may be
used before, during or after the full attack
action, if the barbarian has the spring attack
feat this movement may be used to move both
before and after attacks. The barbarian may
sacrifice no more than one attack to use this

Tough as Nails (Requires Stamina and
Heart of Wolverine): When a critical hit is
scored on the barbarian the critical multiplier
is reduced by one. Thus a x4 critical become
x3 and a x2 critical does normal damage (but
is still considered a critical hit for the purpose
of other effects).

Currently reading: Brandon Sanderson's Mistborn series; The Hero of Ages.
Luiniel Blades
Avatar of the Witch Queen

Spell Energy / Taint +4/-0
Gender: Male
Posts: 1,586

"Inch towards daylight"

« Reply #2 on: October 22, 2017, 03:24:24 PM »

The Fighter is changed pretty minimally:

You gain 4+ intelligence modifier for skill points.

Warrior’s Way
Few in MIDNIGHT are just warriors. No insurgent could
last long if all he knew how to do was swing a sword, and
even the brutal orcs approach battle armed with a heritage of
pride and savagery. Therefore, fighters in MIDNIGHT must
choose a warrior’s way at 4th level. Once the way has been
chosen, it is permanent.

Adapter: Talking your way past an orc patrol, mending
your own weapons, and hiding among the ruined buildings of
the Last Age are as essential as knowing how to hold a shield
or swing an axe. At 4th, 10th, and 16th level, the number of skill points per fighter level for those who select this warrior’s way increases by one. Alternatively, at each such level, the fighter may choose one cross-class skill. That skill is added to the fighter skill list for that character.

Improviser: Weapons aren’t always at hand in occupied Eredane . . . at least, not in the hands of the heroes. At 4th,
10th, and 16th level, a fight-
er who selects this warrior’s way may choose one
of the following feats as a
bonus feat, even if he does
not meet the prerequisites
for it: Improvised Weapon,
Improved Grapple, Improved
Unarmed Strike, or Stunning Fist.

Leader of Men: Regardless of whether they
wish to take on such a role, fighters in MIDNIGHT
are looked to as leaders due to their confidence,
training, and focus. At 4th, 10th, and 16th level, a
fighter who selects this warrior’s way may choose
one of the following feats as a bonus feat:
Iron Will,
Skill Focus (Diplomacy), or Skill Focus
(Profession [Soldier]). Each feat may only be chosen once.

Survivor: Living to fight again another day is often the
only victory an opponent of Izrador can claim. At 4th, 10th,
and 16th level, a fighter who selects this warrior’s way may choose one of the following
feats as a bonus feat, even if he does not meet the prerequisites for it:
Combat Expertise,
or Endurance.
Luiniel Blades
Avatar of the Witch Queen

Spell Energy / Taint +4/-0
Gender: Male
Posts: 1,586

"Inch towards daylight"

« Reply #3 on: October 22, 2017, 03:26:13 PM »

Rogue's are versatile enough that there's really no change for them.
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Against the Shadow  |  Forum  |  Midnight & RPGs  |  Open Discussion (Moderators: Bleak Knight, Glacialis)  |  Topic: Rewritten Barbarians, Fighters and Rogues?
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