Midnight Legate

Contents

You learned the hard way that magic is a danger when wielded by those who do not understand it against those who believe it to be a cure-all. Now, after what you believe to be too little training, you’re expected to challenge the likes of clerics, sorcerers, and warlocks who threaten existence with their power using only a journal and whatever weapon you’re wielding today.

Such is the cause, you suppose. After being recruited into the midnight legates by your predecessor, you have proven yourself capable of recognizing magic at its most dangerous and stopping it before it can get worse. Now, you’re as ready as you can be to take the next step toward a safer world.

Key Ability

Intelligence

Hit Points

10 plus your Constitution Modifier. At 1st level, your class gives you an ability boost to Intelligence. You increase your maximum number of HP by this number at 1st level and every level thereafter.

During Combat Encounters…

You keep magic-using enemies in check through a combination of fighting techniques and study of those same powers.

During Social Encounters…

You speak on the merits of a controlled environment when it comes to the use of spellcasting, attempting to prove your point without resorting to mob mentality or violence.

While Exploring…

You search for clues that may lead you to sources of power, such as magical locations, creatures, or spellcasters. You can quickly surmise if something magical is a threat and help determine if it should be dealt with accordingly.

In Downtime…

You sit, side-by-side, with others who study magic, gleaning what you can about its proper use and occasionally gathering more spells to add to your journal.

You Might…

  • Argue with an allied spellcaster over when and whether they should cast some spells.
  • Stick up for those who cannot do so for themselves, whether or not they can use magic in some way.
  • View magic as a necessary evil, but wish to mitigate its use to those with proper authority and training.

Others Probably…

  • Expect you to kill wizards, druids, and the like on sight.
  • Believe you will hunt them down if you learn of their magical heritage or talents.
  • Want to hire you as a mercenary who will control magic on their terms, rather than your own.
Table: Midnight Legate Advancement
Your Level Class Features
1 Ancestry and background, initial proficiencies, counterstrike, recognize spell, regiment
2 Midnight legate feat, skill feat
3 Combat acumen, general feat, skill increase
4 Midnight legate feat, skill feat
5 Ability boosts, ancestry feat, martial weapon expertise, skill increase
6 Midnight legate feat, skill feat
7 General feat, resolve, midnight legate expertise, skill increase, vigilant senses, weapon specialization
8 Midnight legate feat, skill feat
9 Ancestry feat, detect magic, evasion, magic resistance, skill increase
10 Ability boosts, midnight legate feat, skill feat
11 Combat acumen, general feat, juggernaut, medium armor expertise, skill increase
12 Midnight legate feat, skill feat
13 Ancestry feat, dispel magic, skill increase, weapon mastery
14 Midnight legate feat, skill feat
15 Ability boosts, general feat, masterful legate, skill increase
16 Midnight legate feat, skill feat
17 Ancestry feat, perfect guard, skill increase, superior acumen
18 Midnight legate feat, skill feat
19 Combat acumen, general feat, legendary legate, second skin, skill increase
20 Ability boosts, midnight legate feat, skill feat

Initial Proficiencies

At 1st level, you gain the listed proficiency ranks in the following statistics. You are untrained in anything not listed unless you gain a better proficiency rank in some other way.

Perception

  • Expert in Perception

Saving Throws

  • Expert in Fortitude
  • Trained in Reflex
  • Expert in Will

Skills

Attacks

  • Trained in simple weapons
  • Trained in martial weapons
  • Trained in unarmed attacks

Defenses

  • Trained in light armor
  • Trained in medium armor
  • Trained in unarmored defense

Class DC

  • Trained in midnight legate class DC

Class Features

You gain these abilities as a midnight legate. Abilities gained at higher levels list the levels at which you gain them next to the features’ names.

Ancestry and Background

In addition to the abilities provided by your class at 1st level, you have the benefits of your selected ancestry and background.

Initial Proficiencies

At 1st level, you gain a number of proficiencies that represent your basic training. These proficiencies are noted at the start of this class.

Counterstrike

You know how to interrupt spellcasting and magical abilities as they occur. You gain the counterstrike reaction.

Counterstrike [reaction]

Trigger A creature within your reach uses a manipulate action or a concentrate action, or attempts to create an obviously magical effect.

You lash out at a foe that leaves an opening. Make a melee Strike against the triggering creature. If your attack hits and the trigger is a spell or magical effect, you can also attempt to counteract it with a circumstance bonus equal to the number of damage dice for your weapon. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Recognize Spell

To be inducted into the midnight legates, you were required to learn how to recognize most common spells. You gain the Recognize Spell general feat and can use that feat to recognize spells whether or not you are trained in the appropriate skill.

Regiment

Upon becoming a midnight legate, you join a specific regiment, which grants you a class feat and additional benefits as you gain midnight legate levels. While you’ll always be a member of your initial regiment, it’s not unheard of for a midnight legate to request to join additional regiments in search of greater tactics with which to bring in dangerous creatures and spellcasters, and PC midnight legates are among the most likely to blend the training of different regiments.

Libris Consortium

As a member of the Libris Consortium, you work directly with a wizard’s school, a clergy, or some other official group of spellcasters who have given you their trust and use you to keep their erstwhile members in check. You gain the Spellbook midnight legate feat.

Lorekeepers

You likely joined the Lorekeepers because you wanted to have a broad knowledge of all creatures able to use magic. Months and years have come and gone as you poured through the journals of your fellow legates, until finally you felt ready to put your studies to the test. You gain the Spellcaster Lore midnight legate feat.

Mage Hounds

The original midnight legates were never far from their mage hounds, specially bred beasts who could smell the use of magic in their vicinity and help bring those who opposed the dark god to heel. The secrets for breeding mage hounds are now reserved for only the most dedicated of midnight legates, and you hope to earn that privilege. You gain the Animal Companion midnight legate feat.

Shadow Stalkers

The shadow stalkers do their best work in the cities of the world, where they often police the use of illegal and potentially harmful magic that can affect so many people in such enclosed spaces. You gain the Grim Pursuit midnight legate feat.

Midnight Legate Feats 2nd

At 2nd level and every even-numbered level thereafter, you gain a Midnight Legate class feat.

Skill Feats 2nd

At 2nd level and every 2 levels thereafter, you gain a skill feat. You must be trained or better in the corresponding skill to select a skill feat.

Combat Acumen 3rd

In studying how spellcasters act and move about the field of battle, you have also learned to watch the movements of other creatures closely. The first time you hit a creature in a round, if you attacked that creature at least once on your last turn, you also deal 1d6 additional precision damage. (Precision damage increases the damage you already deal, using the same type, but is ineffective against creatures that lack vital organs or weak points.) At 11th level, the extra damage increases to 2d6 precision damage, and at 19th level, the extra damage increases to 3d6 precision damage. Against a spellcaster or an obviously magical creature, increase the damage die size to d8.

General Feats 3rd

At 3rd level and every 4 levels thereafter, you gain a general feat.

Skill Increases 3rd

At 3rd level and every 2 levels thereafter, you gain a skill increase. You can use this increase either to increase your proficiency rank to trained in one skill you’re untrained in, or to increase your proficiency rank in one skill in which you’re already trained to expert.

At 7th level, you can use skill increases to increase your proficiency rank to master in a skill in which you’re already an expert, and at 15th level, you can use them to increase your proficiency rank to legendary in a skill in which you’re already a master.

Ability Boosts 5th

At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it’s already 18 or above, or by 2 if it starts out below 18.

Ancestry Feats 5th

In addition to the ancestry feat you started with, you gain an ancestry feat at 5th level and every 4 levels thereafter. The list of ancestry feats available to you can be found in your ancestry’s entry.

Martial Weapon Expertise 5th

Training and magic improved your weapon technique. Your proficiency rank for simple and martial weapons increases to expert.

Midnight Legate Expertise 7th

You’ve practiced your techniques to make them harder to resist. Your proficiency rank for your midnight legate class DC increases to expert.

Resolve * 7th

You’ve steeled your mind with incredible resolve. Your proficiency rank for Will saves increases to master. When you roll a success at a Will save, you get a critical success instead.

Vigilant Senses 7th

Through your adventures, you’ve developed keen awareness and attention to detail. Your proficiency rank for Perception increases to master.

Weapon Specialization 7th

You’ve learned how to inflict greater injuries with the weapons you know best. You deal 2 additional damage with weapons and unarmed attacks in which you are an expert. This damage increases to 3 if you’re a master, and to 4 if you’re legendary.

Detect Magic 9th

You can cast detect magic as an innate spell at will, as a spell of the arcane tradition.

Magic Resistance 9th

Your continued training makes you more resistant to magic. You gain a +1 status bonus to saving throws against spells and magical effects.

Evasion 9th

You’ve learned to move quickly to avoid explosions, a dragon’s breath, and worse. Your proficiency rank for Reflex saves increases to master. When you roll a success on a Reflex save, you get a critical success instead.

Juggernaut 11th

Your body is accustomed to physical hardship and resistant to ailments. Your proficiency rank for Fortitude saves increases to master. When you roll a success on a Fortitude save, you get a critical success instead.

Medium Armor Expertise 11th

You’ve learned to defend yourself better against attacks. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to expert.

Dispel Magic 13th

You are inherently able to suppress nearby magic effects. You can cast dispel magic as an innate spell a number of times each day equal to your Intelligence modifier, as a spell of the arcane tradition.

Weapon Mastery 13th

You fully understand the intricacies of your weapons. Your proficiency ranks for simple weapons and unarmed attacks increase to master.

Masterful Legate 15th

You have honed your abilities as a mage hunter to incredible levels. Your proficiency rank for your midnight legate class DC increases to master. When using a ranged weapon that you have master proficiency in, you can ignore the penalty if attacking a spellcaster or obviously magical creature within the weapon’s second and third range increments.

If you have master proficiency in Perception, you gain a +4 circumstance bonus to Perception checks when you Seek spellcasters and obviously magical creatures, and if you have master proficiency in Survival, you gain a +4 circumstance bonus to Survival checks when you Track those creatures.

Greater Weapon Specialization 17th

Your damage from weapon specialization increases to 4 with weapons and unarmed attacks in which you’re an expert, 6 if you’re a master, and 8 if you’re legendary.

Perfect Guard 17th

You have made great progress in your personal studies of magic users. Choose Fortitude or Will. Your proficiency rank for the chosen type of save increases to legendary. When you roll a critical failure on the chosen type of save, you get a failure instead. When you fail at the chosen type of save against an effect that deals damage, you take half damage.

Superior Acumen 17th

Your weapon mastery allows you to hit your target’s vital areas multiple times. The second time in a round you hit the same creature, you also deal 1d6 precision damage.

At 19th level, your second hit in a round against the same creature deals 2d6 precision damage, and your third hit in a round against the same creature deals 1d6 precision damage. Against a spellcaster or an obviously magical creature, increase the damage die size to d8.

Legendary Legate 19th

Your knowledge of spellcasters rivals their own, giving you a comprehensive understanding of both magical theory and practical spellcraft. Your proficiency rank for your midnight legate class DC increases to legendary.

Second Skin 19th

Your armor has become akin to a second skin for you. Your proficiency ranks for light armor, medium armor, and unarmored defense increase to master. When wearing light or medium armor, you can rest normally, rather than receiving poor rest that leaves you fatigued.

Midnight Legate Class Feats

At every level that you gain a midnight legate feat, you can select one of the following feats. You must satisfy any prerequisites before selecting the feat.

1st Level


Animal Companion Feat 1

Midnight Legate

Prerequisites Mage Hounds regiment

You gain the service of a young animal companion that travels with you and obeys simple commands as best as it can. When you spend an action to Command your animal companion, one of your animal companion’s actions can be the counterstrike reaction, which still uses your values.

Grim Pursuit Feat 1

Midnight Legate

Prerequisites Shadow Stalkers regiment

You take your role seriously, but prefer to keep it hidden from others. You are trained in Stealth and can use that skill to Track a creature through an urban environment. Once per day, when Tracking a spellcaster or an obviously magical creature, you can roll twice and use the higher result, and that action gains the fortune trait.

Special You qualify for feats with Survival as a prerequisite when those feats apply directly to Tracking. You can use either Stealth or Survival with those feats.

Spellbook Feat 1

Midnight Legate

Prerequisites Libris Consortium regiment

You keep a journal containing notes on the spells you have seen in your career. This counts as a spellbook worth 10 sp or less, which you receive for free and must study to prepare spells each day as if you were a wizard of the same level. The journal contains your choice of 10 cantrips and five 1st-level spells from any tradition (arcane, divine, occult, or primal) in which you are trained with the associated skill (Arcana, Religion, Occultism, or Nature, respectively). You choose these from the common spells on those spell lists, or from other spells you gain access to.

Each time you gain a level, you add two more spells to your spellbook, of any level of spell equal to half your level, rounded up. You can also use the associated skills to add other spells that you find in your adventures.

When you counteract a spell with one you prepared from a spellbook, if you roll a critical failure, you instead get a failure.

Spellcaster Lore Feat 1

Midnight Legate

Prerequisites Lorekeepers regiment

Your studies make you informed on every type of spellcaster. You are trained in Spellcaster Lore, a special Lore skill that can be used only to Recall Knowledge, but on any topic pertaining to spellcasters and creatures within innate spellcasting. If you have legendary proficiency in Arcana, Nature, Occultism, or Religion, you gain expert proficiency in Spellcaster Lore, but you can’t increase your proficiency rank in Spellcaster Lore by any other means.

2nd Level


Counterspell [reaction] Feat 2

Abjuration Arcane Midnight Legate

Prerequisites a spellbook

Trigger A creature Casts a Spell that you have prepared.

When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it. You expend a prepared spell to counter the triggering creature’s casting of that same spell. You lose your spell slot as if you had cast the triggering spell. You then attempt to counteract the triggering spell.

Dawnbringer Inductee Feat 2

Midnight Legate

Prerequisites trained in Medicine, non-evil alignment

When the dark god was defeated, the Dawnbringers were a collection of legates from each regiment who worked for years to build a better reputation among those previously displaced by their kind. While they no longer accept direct membership, they watch for members of all regiments such as yourself to join their ranks.

You gain the champion’s tenets of good and the appropriate devotion spell for your cause. You are also bound by the champion’s anathema and must follow the champion’s code and alignment requirements for your cause. If you don’t already have one, you gain a focus pool of 1 Focus Point, which you can Refocus by praying or serving your deity.

Mobility Feat 2

Midnight Legate

Prerequisites trained in Acrobatics, Shadow Stalkers regiment

You move in a way that denies your enemies the opportunity to retaliate. When you take a Stride action to move half your Speed or less, that movement does not trigger reactions. You can use Mobility when Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Monster Hunter Feat 2

Midnight Legate

Prerequisites Lorekeepers regiment

You swiftly assess your prey and apply what you know. When you critically succeed at a check to Recall Knowledge about an obviously magical creature, you note a weakness in the creature’s defenses. You and allies you tell gain a +1 circumstance bonus to your next attack roll against that creature. You can give bonuses from Monster Hunter only once per day against a particular creature.

Regiment Explorer Feat 2

Midnight Legate

You have learned the secrets of another legate regiment, passing whatever rites of initiation that regiment requires and gaining access to its secrets. Choose a regiment other than your own. You gain a 1st-level feat that lists that regiment as a prerequisite, and you are now a member of that regiment for the purpose of meeting feat prerequisites.

Special You can take this feat multiple times. Each time you do, you must choose a different regiment other than your own.

4th Level


Companion’s Cry Feat 4

Midnight Legate

Prerequisites an animal companion

You can urge your companion to do its utmost. You can spend 2 actions to Command an Animal instead of 1 when commanding your animal companion. If you do, your animal companion uses an additional action.

Countermancy Feat 4

Midnight Legate

Prerequisites expert in Medicine, Dawnbringer Inductee

You gain the heal animal focus spell (druid Focus 1) as a midnight legate focus spell. When you successfully counteract a spell or effect using counterstrike, you can choose to deal no damage and instead gain 1 charge of this spell, which has the concentrate trait. This charge can be cast without spending a Focus Point and targets any willing creature within its range. You can have one such charge at a time.

Legate Tradition Feat 4

Midnight Legate

Prerequisites a spellbook

Choose a spellcasting tradition. You can prepare an additional spell per spell level from that spellcasting tradition each day, to be used only when counteracting spells.

Monster Warden Feat 4

Midnight Legate

Prerequisites Monster Hunter

You understand how to defend yourself and others against obviously magical creatures. When you grant bonuses from Monster Hunter, you and your allies also each gain a +1 circumstance bonus to your next saving throw against that particular creature and to your AC against that creature’s next attack against you.

Quick Recognition Feat 4

Midnight Legate

Prerequisites expert in Arcana, Nature, Occultism, or Religion; Lorekeepers regiment, Recognize Spell

You Recognize Spells swiftly. Once per round, you can Recognize a Spell using a skill in which you’re an expert as a free action.

Thrill of the Hunt [one-action] Feat 4

Concentrate Midnight Legate

Prerequisites Grim Pursuit

You designate a single creature as your prey and focus your attacks against that creature. You must be able to see or hear the prey, or you must be tracking the prey during exploration. You can benefit from combat acumen without attacking your prey at least once on your last turn.

You can have only one creature designated as prey at a time. If you use Thrill of the Hunt against a creature when you already have a creature designated, the prior creature loses the designation and the new prey gains the designation. Your designation lasts until your next daily preparations.


6th Level


Attack of Opportunity [reaction] Feat 6

Midnight Legate

Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.

Your attention to enemies’ movements makes you adept at stopping them. Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

Bespell Weapon [free-action] Feat 6

Midnight Legate

Frequency once per turn

Requirements Your most recent action or reaction was to counteract a non-cantrip spell.

You siphon the residual energy from the last spell you counteracted into one weapon you’re wielding. Until the end of your turn, the weapon deals an extra 1d6 damage of a type depending on the school of the spell you just counteracted.

  • Abjuration force damage
  • Conjuration or Transmutation the same type as the weapon
  • DivinationEnchantment, or Illusion mental damage
  • Evocation a type the spell dealt, or force damage if the spell didn’t deal damage
  • Necromancy negative damage

Favored Enemy Feat 6

Midnight Legate

Prerequisites Monster Hunter

You have studied magic users extensively and can hunt them more easily. When you gain this feat, choose spellcasters or one type of obviously magical creature (beasts, celestials, dragons, and so on) as your favored enemy. When you roll initiative and can see an enemy that belongs to the chosen category, you can Recall Knowledge as a free action, designating the favored enemy and applying the benefits of Monster Hunter (and Monster Warden, if you have it) to that enemy on a success as well as a critical success.

The benefit doesn’t apply against favored enemies disguised as other creatures, and the GM determines whether it applies against a creature disguised as a favored enemy.

Mature Animal Companion Feat 6

Midnight Legate

Prerequisites an animal companion

Your animal companion grows up, becoming a mature animal companion and gaining additional capabilities.

If its target is a spellcaster or obviously magical creature, your animal companion assaults that creature even without your orders. During an encounter, even if you don’t use the Command an Animal action, your animal companion can still use 1 action that round on your turn to Stride toward or Strike that creature.

8th Level


Blind-Fight Feat 8

Midnight Legate

Prerequisites master in Perception

Your battle instincts make you more aware of concealed and invisible opponents. You don’t need to succeed at a flat check to target concealed creatures. You’re not flat-footed to creatures that are hidden from you (unless you’re flat-footed to them for reasons other than the hidden condition), and you need only a successful DC 5 flat check to target a hidden creature.

While you’re adjacent to an undetected creature of your level or lower, it is instead only hidden from you.

Companion Acumen Feat 8

Midnight Legate

Prerequisites combat acumen, Animal Companion

Your animal companion shares your incredible hunting skills, allowing it to take down magical beings with ease. Your animal companion gains your combat acumen benefit.

Dispelling Strike [two-actions] Feat 8

Midnight Legate

Your attack slices through the threads binding magic to a target. Make a Strike against a creature. If your Strike deals combat acumen damage, you attempt to counteract a single spell active on the target.

Focused Versatility Feat 8

Midnight Legate

Prerequisites Libris Consortium regiment

You can access the fundamental abilities of any school of magic. During your daily preparations, choose one focus spell gained by a 1st-level spellcasting class. You can counteract that spell until your next daily preparations. When you Refocus, you can choose a different focus spell, replacing the previous one.

Increase the number of Focus Points in your focus pool by 1. If you do not have a focus pool, you gain one with 1 Focus Point.

Special You can select this feat more than once. When you do, you do not gain additional Focus Points.

Lend Acumen [one-action] Feat 8

Midnight Legate

By pointing out vulnerabilities, you grant the benefits of your combat acumen to an ally until the end of their next turn. Depending on whether you call out or use gestures, this action gains either the auditory or visual trait.

Rebuke Death Feat 8

Midnight Legate

Prerequisites master in Medicine, Dawnbringer Inductee

You gain the rebuke death focus spell (cleric Focus 4) as a midnight legate focus spell. Increase the number of Focus Points in your focus pool by 1.

10th Level


Camouflage Feat 10

Midnight Legate

Prerequisites master in Stealth

You alter your appearance to blend in to your surroundings. In natural terrain, you can Sneak even if you’re observed. If you have grim pursuit, you can blend into urban terrain as well.

Evasiveness Feat 10

Midnight Legate

Prerequisites expert in Reflex saves

Your proficiency rank for Reflex saves increases to master. At 17th level, you add Reflex to your list of options for perfect guard.

Exploitation [one-action] Feat 10

Midnight Legate

You alter your attacks to overcome some resistances. If the next action you use is to Strike a spellcaster or an obviously magical creature, the attack ignores an amount of the target’s resistance to damage equal to your level. This applies to all damage the attack deals, including persistent damage and damage caused by an ongoing effect of the attack. A creature’s immunities are unaffected.

At 14th level, you can apply this benefit against any creature you Strike, not just spellcasters and obviously magical creatures.

Incredible Companion Feat 10

Midnight Legate

Prerequisites Mature Animal Companion

Your animal companion continues to grow and develop. It becomes a nimble or savage animal companion (your choice), gaining additional capabilities determined by the type of companion.

Master Monster Hunter Feat 10

Midnight Legate

Prerequisites master in Arcana, Lorekeepers regiment

You have developed a nearly encyclopedic knowledge of all creatures of the world. You can use Arcana to Recall Knowledge to identify any creature. In addition, you gain the benefits of Monster Hunter (and Monster Warden, if you have it) on a success as well as a critical success.

Stalker’s Step Feat 10

Midnight Legate

Prerequisites Shadow Stalkers regiment

You can guide your allies to move quietly through dark alleys and city streets. When you Sneak during exploration in urban terrain, you can designate any number of your allies to gain the benefits as if they were using that activity during that exploration. This requires no action on their part.

12th Level


Careful Step Feat 12

Midnight Legate

You move quickly through obstacles, whether they’re crumbling stone, overgrown pathways, or dilapidated buildings. You can ignore the effects of non-magical difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.

Clever Counterspell Feat 12

Midnight Legate

Prerequisites Counterspell, Quick Recognition

You creatively apply your prepared spells to Counterspell a much wider variety of your opponents’ magic. Instead of being able to counter a foe’s spell with Counterspell only if you have that same spell prepared, you can use Counterspell as long as you have the spell the foe is casting in your spellbook. When you use Counterspell in this way, the prepared spell you expend must share a trait other than its tradition with the triggering spell. At the GM’s discretion, you can instead use a spell that has an opposing trait or that otherwise logically would counter the triggering spell (such as using a cold or water spell to counter fireball or using remove fear to counter a fear spell).

Regardless of what spell you expend, you take a –2 penalty to your counteract check, though the GM can waive this penalty if the expended spell is especially appropriate.

Magic Sense Feat 12

Detection Divination Midnight Legate

You have a literal sixth sense for magic. You can sense the presence of magic auras as though you were always using a 1st-level detect magic spell. This detects magic in your field of vision only. When you Seek, you gain the benefits of a 3rd-level detect magic spell on things you see (in addition to the normal benefits of Seeking). You can turn this sense off and on with a free action at the start or the end of your turn.

Side By Side Feat 12

Midnight Legate

Prerequisites Animal Companion

You and your animal companion fight in tandem, distracting your foes and keeping them off balance. Whenever you and your animal companion are adjacent to the same foe, you are both flanking that foe with each other, regardless of your actual positions.

Spring Attack Feat 12

Midnight Legate PRESS

Prerequisites expert in Acrobatics, Mobility

Requirements You are adjacent to an enemy.

Springing away from one foe, you Strike at another. Stride up to your Speed, but you must end that movement within melee reach of a different enemy. At the end of your movement, make a melee Strike against an enemy now within reach. You can use Spring Attack while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type

14th Level


Dawnbringer’s Focus Feat 14

Midnight Legate

Prerequisites Dawnbringer Inductee

Your continued membership in the Dawnbringers has granted you greater focus. If you have spent at least 2 Focus Points since the last time you Refocused, you recover 2 Focus Points when you Refocus instead of 1.

Predator’s Pounce [one-action] Feat 14

Flourish Midnight Legate Open

Prerequisites Grim Pursuit

Requirements You are unarmored or wearing light or medium armor.

You close the distance to your prey in a blur, pouncing on the creature before it can react. You Stride up to your Speed and make a Strike at the end of your movement.

Reflect Spell Feat 14

Midnight Legate

Prerequisites Counterspell

When you successfully use Counterspell to counteract a spell that affects targeted creatures or an area, you can turn that spell’s effect back on its caster. When reflected, the spell affects only the original caster, even if it’s an area spell or it would normally affect more than one creature. The original caster can attempt a save and use other defenses against the reflected spell as normal.

Sense the Unseen [reaction] Feat 14

Midnight Legate

Trigger You fail a check to Seek.

When you look for foes, you catch the slightest of cues. Even though you failed at the triggering check, you automatically sense any undetected creatures in the area where you’re Seeking, making them merely hidden to you.

Stealthy Companion Feat 14

Midnight Legate

Prerequisites Animal Companion, Camouflage

You’ve trained your animal companion to blend in to its surroundings. Your animal companion gains the benefit of the Camouflage feat. If your companion is a specialized ambusher, its proficiency rank for Stealth increases to master (or legendary if it was already master).

16th Level


Cognitive Loophole [reaction] Feat 16

Trigger Your turn ends

Requirements You are currently affected by a mental effect that you gained by failing, but not critically failing, a saving throw.

You can find a loophole in a mental effect to temporarily overcome it. Until the end of your next turn, you ignore a single mental effect that meets the requirement. You can suppress a particular effect using Cognitive Loophole only once.

Special You can use this reaction even if the mental effect is preventing you from using reactions.

Legendary Monster Hunter Feat 16

Prerequisites legendary in Arcana, Master Monster Hunter

Your knowledge of monsters is so incredible that it reveals glaring flaws in your enemies. Your bonus from Monster Hunter (and the bonus from Monster Warden if you have it) increases from +1 to +2 for you and any allies who benefit.

Masterful Reflexes Feat 16

Midnight Legate

Prerequisites master in Acrobatics, Combat Reflexes

Requirement You used no more than one reaction on your last turn.

Familiarizing yourself with enemies raises your adrenaline and sharpens your attention to their actions. You gain 2 reactions at the start of your turn each round.

Specialized Companion Feat 16

Midnight Legate

Prerequisites Incredible Companion

Your animal companion has become cunning enough to become specialized. Your animal companion gains one specialization of your choice.

18th Level


Disjunction [free-action] Feat 18

Midnight Legate

Trigger You use your dispel magic midnight legate class feature to suppress a magic item.

You cast disjunction instead.

Infinite Possibilities Feat 18

Midnight Legate

Prerequisites Libris Consortium regiment

You’ve found a way to prepare a spell slot that exists in your mind as many different possibilities at once. Once during your daily preparations, you can use a spell slot to hold that infinite potential, rather than using it to prepare a spell. You can use this spell slot to counteract any spell from your spellbook that’s at least 2 levels lower than the slot you designate. You don’t have any particular spell prepared in that slot until you use it to counteract one.

Shadow Stalker Lord Feat 18

Midnight Legate

Prerequisites Shadow Stalkers regiment, Camouflage

You blend in to your surroundings so well that others have trouble telling you apart from the terrain. While in urban terrain, you’re always concealed from all foes if you choose to be, except for creatures you have attacked since the start of your turn each round.

Superior Companion Acumen Feat 18

Midnight Legate

Prerequisites superior acumen, Companion Acumen

Your animal companion shares your incredible hunting skills, allowing it to take down magical beings with ease. Your animal companion gains your superior acumen benefit.

20th Level


Cut the Tongue Feat 20

Midnight Legate

When you successfully counteract a spell, that spell’s caster must attempt a Fortitude save against your midnight legate class DC.

  • Critical Success The target is unaffected.
  • Success The target has to succeed at a DC 8 flat check any time it uses a
  • Failure The target takes persistent bleed damage equal to your combat acumen damage. Until it is restored to full Hit Points, the target can’t use sonic attacks, nor can it use actions with the auditory trait. This prevents it from casting spells that include verbal components.
  • Critical Failure As failure, but the target’s tongue is ruined, making the effect permanent.

Legendary Reflexes Feat 20

Midnight Legate

Prerequisites legendary in Acrobatics, Masterful Reflexes

You are always attentive to your enemies’ actions. You gain 2 reactions at the start of your turn each round.

Midnight Legionnaire Feat 20

Midnight Legate

Prerequisites a spellbook

Add two common 10th-level spells of any tradition to your spellbook. You gain a single 10th-level spell slot with which to prepare one each day to be used when counteracting spells.

Ultimate Step Feat 20

Midnight Legate

Prerequisites Careful Step

You are so skilled at navigating side streets, your movement is completely unaffected by terrain. You ignore the effects of all difficult terrain, greater difficult terrain, and hazardous terrain, and you don’t trigger traps and hazards that are triggered by moving into an area (such as trip wires and pressure plates), unless you want to.

Midnight Legate Multiclass Archetype

It probably crossed your mind once or twice that not all spellcasters were as well versed in their craft. After all, even soldiers existed in various degrees of training. At one point, though, it became too much, and now you seek to prevent any potential incidents by facing them head on.

The midnight legate archetype puts you at the forefront of defending against a magical onslaught. The tools you gain work best against spellcasters and obviously magical creatures, but you’re also no slouch against regular enemies and those wielding power they probably shouldn’t.

Midnight Legate Dedication Feat 2

Archetype Dedication Multiclass

Prerequisites Strength 14, Intelligence 14

You become trained in simple weapons and martial weapons.

You become trained in your choice of Arcana, Nature, Occultism, or Religion; if you are already trained in all of these skills, you instead become trained in a skill of your choice. You become trained in midnight legate class DC.

Choose a regiment as you would if you were a midnight legate. You become a member of that regiment, allowing you to take the order’s feats.

Special You cannot select another dedication feat until you have gained two other feats from the midnight legate archetype.

Basic Acuity Feat 4

Archetype

Prerequisites Midnight Legate Dedication

You gain a 1st- or 2nd-level midnight legate feat of your choice.

Counterstriker Feat 4

Archetype

Prerequisites Midnight Legate Dedication

You gain the Counterstrike reaction.

Midnight Legate Resiliency Feat 4

Archetype

Prerequisites Midnight Legate Dedication, class granting no more Hit Points per level than 8 + your Constitution modifier

You gain 3 additional Hit Points for each midnight legate archetype class feat you have. As you continue selecting midnight legate archetype class feats, you continue to gain additional Hit Points in this way.

Advanced Acuity Feat 6

Archetype

Prerequisites Basic Acuity

You gain one midnight legate feat. For the purpose of meeting its prerequisites, your midnight legate level is equal to half your character level.

Special You can select this feat more than once. Each time you select it, you gain another midnight legate feat.

Magic Guard Feat 12

Archetype

Prerequisites Midnight Legate Dedication, expert in at least one saving throw

Choose one saving throw (Fortitude, Reflex, or Will) in which you are an expert. Your proficiency rank in the chosen saving throw increases to master.

Section 15: Copyright Notice
The Faithful Few © 2019, Samurai Sheepdog; Author: Kevin Glusing.