another quickee for da gobbinses!


"You are now a member of the Elite! You are the fist that will end the Elven presence once and for all!"

Midnighters were a group of Hobgoblin spies who have stolen the secrets of Elven swordmagic. They are now Duskblades in the Hobgoblin military. They function as an elite unit of specialists.

Any Hobgoblin with the appropriate class will do.

Race: Hobgoblins
BAB: +6
Class Features: Arcane Chanelling
Feats: Arcane Strike
Skills: Knowledge (Arcana) 6 ranks, Spellcraft 6 ranks

Class Skills
The Midnighter's class skills (and the key ability for each skill) are Climb (Str) Concentration (Con), Knowledge (Any)(Int), Ride (Dex, Spellcraft (Int).
Skills Points at Each Level : 2 + int

Hit Dice: d8

   BAB  Fort    Ref    Will  Abilities
1. +1    +2     +0     +2    Armored Mage (Heavy Shield), +1 Level of existing Arcane Casting Class
2. +2    +3     +0     +3    Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
3. +3    +3     +1     +3    Disruptive Strike, +1 Level of existing Arcane Casting Class
4. +4    +4     +1     +4    Armored Mage (Heavy Armor), +1 Level of existing Arcane Casting Class
5. +5    +4     +1     +4    Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
6. +6    +5     +2     +5    Disruptive Strike, +1 Level of existing Arcane Casting Class
7. +7    +5     +2     +5    Armored Mage (Lesser Check Penalty), +1 Level of existing Arcane Casting Class
8. +8    +6     +2     +6    Improved Arcane Channeling, +1 Level of existing Arcane Casting Class
9. +9    +6     +3     +6    Disruptive Strike, +1 Level of existing Arcane Casting Class
10.+10   +7     +3     +7   Master of the Dark, +1 Level of existing Arcane Casting Class
Weapon Proficiencies: Midnighters gain no new weapon or armor proficiencies.

Armored Mage (Ex): The Armored Mage ability you learned as a Duskblade. At 1st Level you can now use Heavy Shields, and at 4th Level you can use Heavy Armor. At 7th Level you lower the Armor Check Penalty of Armor you wear by half (round down).

Improved Arcane Channeling (Su): At 2nd Level you can use your Arcane Channeling with Ranged weapons, but your range is limited to 30 ft. This increases to 60 ft at level 5, and 90 ft. at Level 9.

Disruptive Strike (Su): Beginning at 3rd Level you may "lose" one spell of any Level, and make a melee attack as a Standard Action. If the attack is successful the victim must make a Fortitude Save (DC is 10 plus half Hit Dice plus Charisma Modifier) or lose the ability to use supernatural powers for a number of rounds equal to the spells level. At 3rd Level he only loses Spells or Powers. At 6th Level this includes Spell-Like Abilities. At 9th Level this includes Supernatural Abilities.

Master of the Dark: At 10th level, you can cast any touch spell you know as part of a full attack action (melee only), and the spell affects each target you hit in melee combat that round. Doing so does not discharge the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Spells that would last longer than 1 round get their full duration, and affect all attacks made in that time.

You tend to be smugger than the average Hobgoblin, but you have the skills necessary to back it up. At least you hope so, because you'll be called on to prove that eventually.
Combat: You prefer to fight from range once you can. Your disruptive strike comes in handy to nullify enemy casters.
Advancement: Being part of the military, others have a say in your advancement and training.
Resources: So long as your mission is sponsored by the Hobgoblin military, or for the advancement of your people, you have the option of plenty of help.

"I'd tell him he's too big for his britches, but he can make fire. I leave fire alone."
Elves hate you for stealing their secrets. Everyone else hates you because you're an ass. Unfortunately this leaves you open to schemes of assassination or blackmail as no one wants to help you.
Daily Life: Much of your time is occupied by either training or missions.
Organizations: The only organization you are allowed to join is the Hobgoblin military, and deserters are shot.

NPC Reaction
NPC's react to you the same as any other marauding Hobgoblin: fear and uncertainty.

This assumes, as per usual, that the PC is part of a military or fleeing from one. Could be disruptive.
Adaptation: This is probably meant for all Hobgoblin Campaigns, unless your PC has one heckuva backstory.
Encounters: Midnighters are generally encountered fighting Elves or casters, as they specialize in killing them.

Sample Encounter
EL 12: The PC's are calmly escorting a Gnome caravan, when the Elven guards at the front scream a few profanities and begin exchanging arrows with a few Hobgoblins. Not because they were attacking. They just unleashed hell just because. And of course the Gnome foreman wants you to do something about it.

Init +0, Senses: Listen +, Spot +,
AC , touch , flat-footed ()
hp ( HD)
Fort +, Ref +, Will +
Speed ft. ( squares)
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
Abilities Str , Dex , Con , Int , Wis , Cha


Hit Die: d8
Skills Points at Each Level : 2 + int
Bonus Feats: The Epic Midnighter gains a Bonus Feat every 2 levels higher than 20th