By Fantasy Flight
FFG keeps its aid of the award-winning international of nighttime during this moment atmosphere complement for any who undergo hands. The darkish lord Izrador has conquered Eredane, and one of many methods he guarantees that the folk stay subjugated is to prohibit the ownership of guns. the folk of Eredane have proud warrior heritages, even if, and disposing of their fingers and armor is tantamount to elimination a limb. it's a struggle they won't hand over. As elves with their lethal icewood bows, Dorns with their ancestral guns of strength, dwarves with their advantageous axes and armor, or maybe Erenlander defenders who've merely their fingers and toes, the heroes of dead night all use guns opposed to the Shadow. This sourcebook is acceptable for gamers searching for new status periods, feats, battling kinds, and guns, in addition to for DMs that are looking to concentrate on a extra martial dead night crusade. all the new principles are strengthened with atmosphere fabric detailing the the cultures that created the guns or talents, around out this fascinating new e-book. In a global the place an evil demigod strives to say the area for himself, each weapon concerns.
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Extra resources for Midnight: Steel and Shadow
The sylvan slayer can search for such material while he is on the move (thus saving search time), but this adds 10 to the Survival DC to find it. Trap elements or weapons coated with poison remain poisonous for a number of days equal to one-half the sylvan slayer’s class level (rounded down). The sylvan slayer is not at risk of poisoning himself when handling poison. Misdirection (Ex): Beginning at 7th level, when hiding his trail, the sylvan slayer learns to leave false tracks to lead his enemies into the traps he sets.
Skill Points at Each Level: 4 + Int modifier. Class Features Weapon and Armor Proficiency: Tunnel wraiths are proficient with all light and medium armors, and with all light or one-handed simple and martial piercing weapons, but not with shields. Tight Quarters (Ex): Tunnel wraiths become increasingly capable in cramped quarters and places where others lack leverage. At 1st level, the tunnel wraith suffers half the normal penalty to AC and attack rolls when he is prone or squeezing into a space half as wide as he is.
The militia can also be made to do passive duties such as hide large quantities of contraband or tell a collective lie about the character and his comrades. The militia performs the action commanded and any ancillary duties for as long as the commander is there to direct them, and for up to one additional day per point of Charisma modifier if the activity does not interfere too much with their daily lives. So, the insurgent commander could convince a village to hide contraband for his stay plus a few days, but they would not follow him on an orc-slaying mission, since that would take them from their homes and disrupt their lives.