Friday, October 22, 2010

Corruption


In Tolkien’s legendarium, mortal peril is only one challenge facing good Men, Elves, Dwarves and Hobbits.  A greater concern is mental and spiritual corruption which turns even the very wise away from their true purpose at best or into servants of the Enemy, unwitting or otherwise.  Indeed, a true heart seems necessary for success and even survival in Middle-earth.  Consider the fates of Boromir, Denethor, Gollum, and Saruman.  In the end, Boromir and perhaps Gollum achieve some measure of redemption, but they each pay for their crimes with their lives.  This is also seen with Thorin who allows his greed and hubris put many lives at risk. 

A d20 game set in this universe needs to touch on this subject, though not necessarily with a game mechanic.  For myself, I like to see game mechanics that reflect on and are to an extent married with the setting.  The Taint rules found in Unearthed Arcana and Heroes of Horror could work, but I don’t particularly care for the use of a saving throw mechanic for this.  I don’t like the idea that there is always a 5% chance of failure (1 on a d20), and conversely, I’m not excited with the idea that a high level character is significantly less likely to become corrupt than a lower-level character.  Frodo, for example, seems much more resistant to corruption than the (vastly) higher-level characters Saruman, Galadriel and Gandalf.

Powerful characters (and Istari in particular) seem to have to check their power frequently to avoid becoming too much like the Enemy themselves.  Even a momentary lapse can have disastrous consequences and frequent exposure to power, danger and evil chips away at a character’s psyche until he or she becomes hopelessly disheartened or irredeemably evil.  Sauron himself began with good intentions. Ultimately, a variation of the Call of Cthulhu sanity mechanic seemed the most appropriate to me. 

Resolve and Corruption
In this system each character will have a Resolve score equal to either their starting Wisdom or Charisma score multiplied by 5 to a maximum of 99.  Under certain circumstances, the character will be required to make a corruption check; a d% roll against his or her Resolve.  A success is any roll equal to or less than the character’s current Resolve and reduces the chance of the character becoming corrupt. 

Inevitably, characters will face corruption that their Resolve can not simply shrug off.  Worse, a significant loss of resolve in a short period of time can cause a character to take actions which he might have previously thought unthinkable.

Burden
When a hero comes into possession of magical items or takes on great responsibilities, he places a burden on himself which limits his resolve.  Burden has a numerical value associated with it and 99 minus the total value of all the character’s Burden becomes that character’s maximum Resolve.  Burden has no effect on the character’s current Resolve unless he was at the maximum score at the time he takes on the Burden, in which case his current Resolve is reduced to the new maximum.

Each magic item increases the character’s burden as shown below:

GP value of the item (Burden)
Up to 1,000 gp (1)
1,001 gp to 5,000 gp (2)
5,001 gp to 10,000 gp (4)
10,001 gp to 20,000 gp (6)
20,001 gp to 50,000 gp (8)
50,001 gp to 100,000 gp (10)
100,001 gp to 200,000 gp (15)
200,001 gp and higher (20)

Burden from responsibilities is somewhat subjective but even low-level heroes should receive some amount of Burden.  If the heroes fail to stop the orcs from wandering out of Southern Mirkwood and attacking travelers, then lives will be lost.  Knowing that places a weight on a hero’s mind, thus increasing his Burden.

Giving up a magic item (or using a single-use item) will ease the Burden and the Character’s maximum Resolve will increase (current Resolve is unaffected).  However, giving up an item requires a resolve check (using a consumable or single-use item does not).

Loss of Resolve
Characters lose Resolve in a few types of situations: when faced with difficult choices or trying times, when tempted with power, when performing evil or treacherous deeds, or when learning or casting spells.  In the later case, the amount of corruption a character receives is equal to the spell’s level for natural magic (to be explained later) or equal to 1d6 per spell level for sorcery.  No Resolve check is allowed for spells, the loss of Resolve is the price of power and heroes who wish to remain steadfast in their convictions would do well to wield magic only when absolutely necessary.

Corruption from choices and experiences
  • Every three encounters without rest (0/1d2)
  • First encounter with a character with great wealth or magic items (0/1d3)
  • Transferring a magic item to another character (0/1d3)
  • Each day in a dangerous place (0/1d3)
  • Each month away from home or another comfortable place (0/1d4)
  • An act of Revenge (1/1d4+1)
  • Creating a magic item with a base price between 1,000 and 5,000 gp (0/1d6)
  • Death of a Friend (0/1d6)
  • When leaving a place of beauty or safety (0/1d6)
  • Achieving great power, success, or wealth (1/1d6+1)
  • Creating a magic item with a price between 5,001 and 20,000 gp (0/1d10)
  • Aging a year if you are an Elf (0/1d10)
  • Using power unnecessarily (1/1d10)
  • Creating a magic item with a base price between 20,001 and 100,000 gp (1/1d10)
  • Breaking the Balance (2/2d10+1)
  • Creating a magic item with a base price of 100,001 gp or higher (2/2d10+1)
  • Initial exposure to the One Ring (1d10/1d100)
Magical Corruption
Certain creatures or effects can cause corruption:
  • A curse (this can vary, but a powerful curse would cause 3d6 Corruption and an equal amount of Burden)
  • Dragon-sickness (1/1d10+1)
  • Physical contact with the undead (1/1d6)
  • The Black Breath (2/2d6)
  • Vile Damage (each point increases Burden by 1 and causes 1d6 Corruption)
Short-term Corruption
Small loses of Resolve have little impact on a character, but the cumulative effect makes him more likely to suffer greater and greater Corruption in the future.  When a character suffers an amount of Corruption equal to at least ½ his Wisdom score, he experiences a brief loss of control lasting 1d10+4 rounds.  During this time, the GM will explain to the player how the character reacts based on the circumstances.  A character facing powerful or numerous foes may decide to flee, for example, or he may refuse to transfer a magical item to another character even if it seems wise to do so. 

In the Lord of the Rings Boromir experiences this kind of madness when Frodo refuses to give him the One Ring to fight the Enemy.

If the Corruption causes a loss of Resolve equal to or greater than his Wisdom score, he acts in a corrupt fashion for 1d10x10 hours instead.  This type of Corruption can have lasting repercutions.  A character experiencing dragon-sickness who flees with a large amount of the party’s gold is unlikely to simply wander back and apologize a few hours later.  A good character will feel guilty for some time and may need to be encouraged by his friends to return to their group.  NPCs noticing the character’s behavior will react accordingly.

Indefinite Corruption
A loss of Resolve equal to 20% (one-fifth) the character’s current total in the space of 1 hour causes him to experience an indefinite state of corruption.  Usually, this lasts 1d6 months and during that time the character comes under GM control.  Returning the character to active adventuring may be difficult or even impossible.  In any case, the character will need to spend a significant amount of time convalescing to reach a level of Resolve which would make adventuring advisable. 

Permanent Corruption
When a character reaches 0 Resolve or less, he begins to slide into a permanent state of Corruption.  Each day, he loses another point of Resolve.  Once his Resolve reaches a negative value equal to his Charisma score, he becomes hopelessly corrupt and falls under GM control.

Gaining or Recovering Resolve

Level Advancement
A character’s current Resolve can become higher than her starting Resolve as a result of gained levels: Whenever a character gains a new level, she rolls 1d6 and adds the result to her current Resolve.

Story Awards and Heroism
Upon the completion of an adventure or when performing an act of self-sacrificing heroism the GM may award a Resolve increase.

Immediate Care
When someone suffers an episode of temporary corruption, another hero can bring him out of it by making a DC 15 Heal check as a full-round action. Immediate care can also stabilize the Resolve score of a character whose current Resolve is at -1 or less. On a successful DC 15 check (requiring a full-round action), the character’s Resolve score improves to 0.

Long-Term Care
Providing long-term care means treating a disturbed person for a day or more in a haven (Edhelhond, Grey Havens, Lórien, Rivendell or another protected area). A healer must spend 1d4 hours per day doing nothing but tending to the corrupted character. If the healer makes a DC 20 Heal check at the end of this time, the corrupted character recovers 1 Resolve point.

Restoring Resolve with Magic
Some magical effects can halt Corruption.

Atonement: When a character’s own actions inadvertently lead to an evil act that causes the character to suffer Corruption, a successful use of the atonement spell can restore all Resolve lost as a consequence of that act.
Calm Emotions: While the spell is in effect, the targets act calmly and ignore behavior changes caused by Corruption.
Heal: In addition to its normal effects, heal restores 10 Resolve points and stops any episode of short-term corruption.
Restoration: If the caster chooses, restoration can restore 1d6 Resolve points per two levels to the subject (max 5d6) instead of having its normal effect.
Restoration, Greater: If the caster chooses, greater restoration can restore the subject to his maximum Resolve instead of having its normal effect.
Restoration, Lesser: If the caster chooses, lesser restoration can restore 1d4 Resolve points to the subject instead of having its normal effect.





Thursday, October 7, 2010

The Rings of Power



The Rings of Power

All of the Rings of Power bear 'their proper gem' except the One.  Lesser rings may or may not be adorned.
  These abilities are a suggestion only.  The power of each ring is partly dependent upon the wearer and thus a 1st level commoner will benefit less than a 10th level fighter would with the same ring.  Furthermore the rings affect each race differently.  Indeed, there is a question in my mind as to whether a Man with one of the Dwarven rings would gain powers like those I ascribe to the Seven, or if he would gain abilities more akin to those suggested for the Nine. 
  Only a few things seem sure.  First is the fact that powers should be subtracted, diminished or enhanced as the GM feels appropriate.  Also, the Three seem be incapable of seducing their wearers on behalf of Sauron (though he can still dominate them with the One).  Dwarves can’t be dominated, become invisible, or be turned into Ringwraiths due to their natures.  Finally, the Calaquendi can use the invisibility power of the rings to appear only in the physical or invisible world rather than both at the same time.

Doh!
 The Three Greater Rings

The Three are very unlikely to fall into player character hands as they are born by mighty Elves (and later Gandlaf bears Narya).  These powers are common to the Three:
  • The ring is invisible except to another bearer of one of the Three or of the One
  • The wearer gains a +5 bonus on all Craft, Diplomacy, Heal and Knowledge checks
  • The wearer is immune to any attacks made by incorporeal undead
  • The wearer is immune to fear
  • The wearer may channel positive energy as if she had the Turn Undead feat as a cleric of the wearer’s level, but only to cause undead to flee (the wearer cannot heal living things or damage undead), and only within her lawful domain.  This power can be used at will.
  • The wearer is immune to the physical effects of aging as long as the ring is worn.  When the ring is removed, the creature continues aging from the point when the ring was put on, but the longer the ring was worn, the slower the rate of the creature’s aging will be
  • The wearer’s lawful domain, be it the size of a house or the size of a kingdom, is permanently affected as by the consecrate spell.  Furthermore, that domain, and the bordering land up to 10 miles out, is affected by a blessing of life if the wearer chooses.  This causes all plant life to live as long as the ring exists and the wearer remains there, and doubles the rate of reproduction for the animal life therein
  • There is a constant magic circle against evil effect emanating from the ring (this effect is suppressed while Sauron wears the One)
Narya
In addition to those common to the Three, Narya has the following additional powers:
Narya functions as a ring of sustenance, and major ring of fire resistance. 
  • +3 deflection bonus to AC
  • +4 enhancement bonus to charisma
  • +3 resistance bonus to saving throws
  • Allies within 30 ft. receive a +2 sacred bonus against fear effects.
  • Wearer may cast bless 1/day
  • Wearer may use the ring to cast any spell with the fire descriptor as well as lightning bolt and chain lightning provided Gandalf expends a number of spell slots with a total of spell levels equal to the level of the spell being cast (i.e. one 1st and one 2nd level spell slot are both emptied in order to cast the 3rd level spell fireball)

The Seven
The Seven are also fairly unlikely to fall into player character hands depending on the era of play.  At some point, four of them are destroyed by Dragon-fire, and the others are collected by Sauron.  If a character comes to bear one of the Seven, she would do well to keep that fact from the Dwarves.
  • +2 deflection bonus to AC
  • +2 enhancement bonus to Charisma
  • +4 enhancement bonus to Constitution
  • +2 resistance bonus to saving throws
  • The wearer gains a +5 bonus to Perception checks made to find treasure, concealed or secret doors, or to locate traps
  • The wearer gains a +5 bonus to Knowledge (dungeoneering) checks
  • The wearer gains Darkvision up to 60’
  • The wearer is invisible as if under the effect of the greater invisibility spell*
  • All characters within 10 miles of the wearer become extremely loyal to their own race.  Their attitudes improve by one step towards members of their own race, and worsen by one step towards anyone not showing the proper respect for their race.
  • The wearer ceases aging, but begins to feel ‘worn out’ or ‘drawn thin’ as he approaches the end of his natural lifespan.  Once the character reaches an age that places him roughly half way between the old and venerable age categories, he suffers a -2 penalty to will saving throws.  The penalty increases to -5 when he reaches venerable age.  If the character reaches the age when he would normally die, he instead lives a number of additional years equal to the duration of middle age for characters of the same species.  At the end of that time, the character becomes a wraith under Sauron’s complete control**
  • The wearer must make a DC 5 will save upon putting on the ring or fall under the control of Sauron (as though affected by the dominate monster spell).  After a year passes the wearer must repeat the saving throw, but the DC increases by 1.  At the end of every four years thereafter, the character makes another save with a cumulative +1 increase to the DC***
Notes:
*This ability has no effect on Dwarves
**This effect functions differently for Dwarves.  Rather than ceasing to age, they double the number of years spent in each age category, as well as their life-expectancy.  This has no effect on aging that has already occurred
***This effect functions differently for Dwarves.  Their nature makes them immune to falling under the sway of Sauron.  Instead, with each year the wearer becomes more covetous of material wealth, willing to go to greater and greater ends to seek more.  They settle in one local only long enough to strip mine it’s valuable resources and then they uproot and seek more (Since the first bearers were kings, the rings’ effect on loyalty ensured that whole communities would aid the wearer’s endeavors)

The Nine
Depending on how a MIddle-earth game is run, one (or more) of the Nine could fall into player hands.  Gandalf says that the Nazgul keep the Nine, but other sources indicate that Sauron holds them.  Assuming the former, one of the Nine could be found should a player group defeat one of the Ringwraiths.  Of course keeping it for long would surely create a new wraith to take the place of the defeated one.
  • +2 enhancement bonus to Constitution
  • +2 enhancement bonus to Charisma
  • The wearer gains a +5 bonus to Perception checks
  • The wearer gains Darkvision up to 60’
  • The wearer gains a competence bonus equal to 1/3 his character level (minimum of +1) on all ability checks, attack rolls, caster level checks, saving throws, and skill checks, and to armor class.
  • The wearer is invisible as if under the effects of the greater invisibility spell, except that at the height of day, the wearer’s shadow can barely be seen (Perception DC 30)
  • The wearer may apply the Maximize Spell feat to any spell cast without increasing the spell’s level.
  • The wearer ceases aging, but begins to feel ‘worn out’ or ‘drawn thin’ as he approaches the end of his natural lifespan.  Once the character reaches an age that places him roughly half way between the old and venerable age categories, he suffers a -2 penalty to will saving throws.  The penalty increases to -5 when he reaches venerable age.  If the character reaches the age when he would normally die, he instead lives a number of additional years equal to the duration of middle age for characters of the same species.  At the end of that time, the character becomes a wraith under Sauron’s complete control.
  • The wearer must make a DC 5 will save upon putting on the ring or fall under the control of Sauron (as though affected by the dominate monster spell).  After a year passes the wearer must repeat the saving throw, but the DC increases by 1.  At the end of every four years thereafter, the character makes another save with a cumulative +1 increase to the DC.


The One Ring

Unlike the other rings the One is intelligent and of lawful evil alignment.  Its purpose is to dominate all Middle-earth.  Of the Great Rings, the One is probably the most likely to fall into player hands at some point as it tries to find its way to Mordor.

Int 9 Wis 12 Cha 19; Ego 25
Communication: empathy, speech (Black Speech), telepathy
Senses: Blindsense
The One confers the following benefits to its wearer, and may confer some them to a bearer.  The Ring can suppress some of these abilities (but not the invisibility or true seeing effects).  Unlike other intelligent magic items, the One does not confer a negative level on a bearer of different, or even opposing, alignment.  Furthermore, the ring rarely enters into ego contests with the wearer (but when carried, it may enter into an ego contest to force the bearer to put it on).
  Though the One seeks to return to its master, it is possible for another character to master the ring.  This has numerous roleplaying requirements which will likely make the character unplayable long before mastery occurs.  The GM is free to determine the mechanical requirements of mastering the One, but at the very least the character must have an intelligence score of 23, 15 ranks in each of Knowledge (arcana), Knowledge (history), and Spellcraft, and be of lawful evil alignment.
  • The wearer gains an enhancement bonus equal to 1/3 his character level to all ability scores
  • The wearer has all the benefits of the true seeing spell
  • The wearer gains a competence bonus equal to 1/3 their character level (minimum of +1) on all ability checks, attack rolls, caster level checks, saving throws, and skill checks, and to armor class.
  • The wearer is invisible as if under the effects of the greater invisibility spell, except that at the height of day, the wearer’s shadow can barely be seen (Perception DC 30)
  • The wearer gains the benefits of a number of metamagic feats determined by his highest level spellcasting class: 3rd) enlarge spell, extend spell; 4th) silent spell, still spell; 6th) heighten spell; 8th) empower spell; 10th) maximize spell, widen spell; 12th) quicken spell.  If the wearer already has one of these feats, he may apply its effect spontaneously without using a higher level spell slot 1/day (a heightened spell it treated as a spell of the highest level the character can cast)
  • The wearer ceases aging, but begins to feel ‘worn out’ or ‘drawn thin’ as he approaches the end of his natural lifespan.  Once the character reaches an age that places him roughly half way between the old and venerable age categories, he suffers a -2 penalty to will saving throws.  The penalty increases to -5 when he reaches venerable age.  If the character reaches the age when he would normally die, he instead lives a number of additional years equal to the duration of middle age for characters of the same species.  At the end of that time, the character becomes a wraith under Sauron’s complete control.
  • The wearer must make a DC 5 will save upon putting on the ring or fall under the control of Sauron (as though affected by the dominate monster spell).  After a year passes the wearer must repeat the saving throw, but the DC increases by 1.  At the end of every four years thereafter, the character makes another save with a cumulative +1 increase to the DC.



Wednesday, October 6, 2010

Dwarves of Middle-earth

Dwarf

Khazäd (singular Khazad) are a sober and possessive people, holding fast to wealth as well as secrets.  The Seven Tribes delved deeply into the earth and built fabulous treasure hoards only to be driven away by the dragons or by creatures of the deep places better left undisturbed.  Most Dwarves are exiles, trading with and living amongst the other races but as a people they have never given up on their goal of reclaiming their ancient homes.

Physical Description: Short but broad and strong of limb, the Dwarves stand roughly a foot shorter than Men, but can be just as heavy.  Males are indistinguishable from females to other races, each having long hair and beards of black, brown or red.  They favor heavy clothes with colourful hoods.

Society: Dwarves revere their ancestors and believe that each of the Seven Tribes has a spirit which binds them together to this day.  For that reason, the Dwarves see all members of their race as kin and treat them as such.  Despite their separation and many years of wandering, Dwarven culture has never changed.  No matter where they settle, the Dwarves maintain their customs even when they blend in among the other races, and they keep their culture and language to themselves.

Relations: As workers of stone and metal, the Dwarves lack skill tending livestock or growing food.  As such, they depend upon other races greatly, and their pride and greed can make such relations strained at times.  Dwarves respect the Noldor as fellow craftsmen, and trade with certain groups of Men and Sindar.  Hobbits are little known among the descendents of the Seven Tribes.  The Dwarves hate Orcs even more than they love wealth, particularly those who have taken to living abandoned Dwarven holds.  For similar reasons, Dwarves are foes of Dragons, though they are wise enough to avoid all but the most advantageous encounters with them.

Alignment and Religion: The Dwarves know little of the Valar or Eru, but they worship Aulë, who they call Mahal (Maker). Dwarves are almost universally lawful and many are good despite their greed.  Even evil dwarves will rarely be found among the servants of the Enemy.

Adventurers: Dwarves adventure to reclaim their holds of old, seek new wealth, or to make vengeance upon those who have wronged them.  In addition, they support their friends among other races who go on similar undertakings, but they always ask for their just due in return.  Dwarves rarely advance far in any spellcasting class, but those that do use subtle magic to enhance their combat abilities or find treasure.  Dwarven rogues work to foil Orkish traps and engines of cruelty, or guide their kin safely into the deep.  Fighters are by far the most common choice for Dwarven adventurers.
  • +2 Constitution, -2 Charisma: Dwarves are often thought to be as durable as the materials they work, but other races find their secrecy, avarice and pride off-putting.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 90 feet. See Vision and Light.
  • Dwarfcraft: Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone (including precious stones).
  • Dwarflore: Dwarves keep extensive records about their history and the world around them. They receive a +2 racial bonus on Knowledge (history) skill checks that pertain to Dwarves or their enemies, as well as on all Knowledge (dungeoneering) checks. They can make such skill checks untrained.
  • Dwarven Vigor: Dwarves are particularly resistant to extremes of heat and cold.  They receive a +4 racial bonus on Fortitude saves made to avoid nonlethal damage from hot or cold environments.  Furthermore, Dwarves receive an amount of energy resistance to cold and fire equal to their Constitution modifier.
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of all goods that contain precious metals or gemstones.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc subtype due to special training against these hated foes.
  • Indomitable: A Dwarf’s mind is his own.  Dwarves are immune to all enchantment spells or effects of the compulsion subschool.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: Dwarves are proficient with axes, battleaxes, crossbows, heavy picks, and shortbows, and treat any weapon with the word “dwarven” in its name as a martial weapon.
  • Languages: Dwarves begin play speaking Khuzdûl and Westron. Dwarves with high Intelligence scores can choose from the following: Black Speech, Dalish, Iglishmêk (Dwarven sign language), Kuduk, Orkish, Rohirric, Sindarin

Thursday, September 30, 2010

The Quendi: Noldor, Sindarin, and Silvan Elves

Here we have my conversion of the Elves of Middle-earth.  There is no attempt at balance here, so if you wish to use these races, you'll need to figure out Level Adjustments yourself.

 
All Elves have certain traits and those appear first followed by write-ups and racial traits for the specific divisions of the Quendi.

Elven Racial Traits (shared by each sub-race)
 
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Fast Speed: Elves have a base speed of 40 feet.
  • Blessing of Arda: As the firstborn, elves have a special relationship with Arda, or Middle-earth.  They receive a +4 racial bonus on all saving throws to resist the effects of all natural hazards such as the effects of extreme heat or cold, drowning, and so on.
  • Deathless: Elves are immortal.  They can only die by violence and will be re-embodied in that event.
  • Elfcraft: Elves treat their ranks in Craft and Profession skills count as their caster level for the purposes of qualifying for item creation feats. Elves can create magic items using these feats, substituting their ranks in the appropriate skill as their total caster level. Elves must use the appropriate skill for the check to create the item (instead of a Spellcraft check). The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items).
  • Elven Immunities: Elves are immune to disease and sleep (whether magical or mundane). They also receive a +2 racial saving throw bonus against all spells as well as spell-like and supernatural abilities.
  • Elven Sight: Elves receive a +2 racial bonus on Perception skill checks, and can make out visual details as much as 15 to 20 miles away.  In addition, Elves can see in moonlight or starlight as well as a Man can in the light of day.  In torchlight (or other low-light conditions) they can see four times as far as Men
  • Fairness of the Quendi: Elves receive a +2 racial bonus on all interaction skills with Men and Hobbits.
  • Fear no Shade: Elves are immune to spells with the [fear] descriptor, and any fear effect created by undead.
  • Lightfooted: Elves receive Nimble Moves as a bonus feat, even if they do not meet the prerequisites.
  • Natural Empathy: Elves are attuned to all natural life and receive a +2 to racial bonus on Handle Animal, Knowledge (nature), Ride, and Survival checks.
  • Sleepless: Elves do not require sleep.  They need only rest for 4 hours a day to recover from fatigue and refresh their abilities.
  • Weapon Familiarity: Elves treat any weapon with the word “elven” in its name as a martial weapon.


 
Noldor
Noldor (singular Noldo, meaning those with knowledge), are the only elves in Middle-earth to have returned from the Undying Lands.  There, in Aman, their skills in all things became great, but still not as great as their desire for knowledge.  They excel in warfare, craft, lore and language, but are also the most proud of the Firstborn.  Their lust for knowledge led them to heed the lies of Melkor who hated and envied them above all of the Children of Ilúvatar, and their pride led them back to Middle-earth to seek vengeance when Melkor stole the Silmarili.  Because of the time they spent in Aman, the Noldor have greater abilities than the other elven peoples of Middle-earth.
Physical Description: The Noldor are the tallest (males averaging six and half feet, females over six) and sturdiest of all the elves in Middle-earth, though still slimmer than Men.  They are usually dark haired with proud grey eyes, though some Vanyar blooded Noldor are fair haired with blue eyes. Noldor wear rich, finely crafted clothing and carry themselves with an air of confidence that may extend to arrogance.
Society: The Noldor are the most orderly of all elves, seeking to build and improve communities and states.  They favor rule by monarchy.
Relations: Noldor are somewhat dismissive of non-elves, and they fail to understand those of their own race who would wander or while away their time without specific ends in mind. Noldor respect some works of other races, acknowledging Dwarven smith craft, for example. They regard humans as children to be taught wisdom and pity those who do not heed their counsel.  They have little feeling for Halflings one way or another.  Like other elves and all those who love beauty, freedom, and life, they hate orcs and all the servants of the Enemy, slaying them on sight without mercy.
Alignment and Religion: As craftsmen, they revere Aule, and having awoken under the starlight, they have great love for Varda.  Their practice of religion is either somewhat informal, consisting of some communal ceremonies, but mostly they practice private meditation.  Noldor keep their personal lives as ordered as their society.  They admire beauty, and respect life as well as all of the works of Eru.  Nearly all Noldor are lawful good.
Adventurers: Few Noldor leave their communities, and for many of these immortals they are retired from many adventures already.  Still, they may quest in search of lost knowledge or treasure, and take rumors regarding the Enemy and his servants seriously.  Noldor pursue many paths, but they favor classes emphasizing knowledge such as bard, expert or wizard.  Nearly all have levels in either aristocrat or fighter, as the Noldor returned to Middle-earth to wage war on Melkor, the Black Enemy, and did so with the finest arms and armor ever crafted. 
Noldor rogues are unheard of and barbarian is prohibited to Noldor, as it is for all elves.


 
Noldor racial traits
  • +2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma: Blessed by their visitation to the undying lands, the Noldor are fair, sagacious and nimble in both body and mind.
  • Elves of Light: The Calaquendi have seen the light of the Two Trees and are immune to the effects of light-based blindness and dazzle effects.
  • Light of Aman: Noldor can see and interact with creatures in the Plane of Shadow and are immune to fear.
  • Skilled in Craft: Noldor receive Skill Focus for any two craft skills as bonus feats.
  • Those with Knowledge: Heal, Knowledge (history), and Knowledge (nature) are always considered class skills for Noldor.
  • Languages: Noldor begin play speaking Quenya, Sindarin and Westron. Noldor with high Intelligence scores can choose from the following: Adûnaic, Black Adûnaic, Black Speech, Kuduk, Old Entish, Orkish.


Silvan Elves
The Quendi now called Silvan Elves are descended of the Nandor who heeded the call to the west, but dared not cross the Misty Mountains and turned back to reside in the vales of the Great River (Anduin).  The Nandorin language and culture faded entirely in the early Second Age when they took the Sindar as their lords.  The Silvan Elves are less wise than other Eldar, and indeed, there is little that separates them from the Avari.
Physical Description: The skin tone of Silvan Elves is either light with a ruddy cast or olive, their hair dark.  They favor green, grey and brown for their garments which vary from simple to fanciful depending on the individual.  They are the slightest of all the elves and average near Man height.  Despite these generalities, Silvan Elves have a great variety in appearance due to their mixed heritage.
Society: The Silvan Elves are multicultural, mixing elements of Nandorin, Sindarin, Noldorin, and even Avarin customs and blood.  They are independent, and tend to create only small rustic communities, but as the arm of the Enemy has stretched across Middle-earth, more and more of the Silvan Elves settle in the lands ruled by the Noldor and Sindar.  As their names imply, Silvan Elves are masters of the woods.
Relations: Silvan Elves are distrustful of Dwarves, but friendly with Men.
Alignment and Religion: Silvan Elves revere Varda and Oromë, the Lord of Trees.
Adventurers: Silvan Elves see a journey as an end in itself and may wander for ages.  Of all the Elves, they are the most likely to seek adventure and many would join any group of Elves or Men simply to partake in the excitement.  Silvan Elves are rarely lawful, and are most likely to be chaotic good.

 
Silvan Elven Racial Traits

 
  • +2 Dexterity, +2 Charisma: Silvan elves are quick and fair.
  • Attuned Senses: Silvan elves receive Alertness as a bonus feat.
  • Folk of the Woods: Silvan elves gain favored terrain (forest) as the 3rd level ranger ability.
  • Music of the Woods: Perform (sing) is always considered a class skill for Silvan elves and they gain Skill Focus (sing) as a bonus feat.
  • Weapon Familiarity: Silvan elves are proficient with longbows (including composite longbows), shortbows (including composite shortbows), shortswords and spears.
  • Languages: Silvan Elves begin play speaking Sindarin and Westron. Silvan Elves with high Intelligence scores can choose from the following: Adûnaic, Black Speech, Dalish, Orkish, Rohirric.


Sindar
The Sindar (singular Sinda, meaning Grey People in Quenya) heeded the call to journey to Aman, but never crossed the Great Sea.  Therefore, they are less learned than the Calaquendi, and lack the gifts granted by the light of the Two Trees, yet they are great in wisdom and compassion and their voices are fair.  In the time they spent away from their kin, they developed their own version of Telerin, which was unintelligible to the Noldorin exiles who returned to Beleriand.  The Noldor learned well the language of Sindarin and it was known as the Noble Tongue thenceforth.  Now Sindarin is the common language of the Elves and also of the Númenóreans.
Physical Description: The Sindar nearly as tall as Noldor, though a bit slighter.  They are fair haired with pale eyes of blue or green.  Their colors are grey and silver and though their clothing is finely made, it is subtle and more functional than that of the Noldor.
Society: Sindar love the company of others and are as eager to teach other races as they are to learn from them.  They tend to be quiet and less emotional than the Noldor (whose passion brought them back from the Blessed Realm), but their feelings run deep and when roused a Sinda can never be swayed.
Relations: Sindar are the most cooperative, kindly and open of all the Elves.  They enjoy the company of good-folk of all races equally and have an active interest in the lives of all.
Alignment and Religion: As with other Elves, Sindar observance is informal.  They revere Varda the most of all the Vala, but also have a special relationship with Ulmo due to his dominion over the sea, for which the Sindar have a great love and affinity.  The Sindar have always practiced monarchy, but unlike the Noldor, have no interest in the creation of states, or imposing their societal norms on others.  Sindar are almost always good in alignment and lean away from chaotic, neutral good being the most common among them
Adventurers: Sindar are much more likely to seek adventure than the Noldor, as they would more readily journey with those of diverse racial and cultural backgrounds.  Like the Noldor they fight the Enemy where he is found, but are perhaps more likely to seek out his works.  Sindar excel in all classes but tend to prefer bard, fighter, ranger, sorcerer, and occasionally paladin.  Sindar rogues are rare and those use their skills to penetrate the Enemy’s holdfasts and waylay his servants.  As with all elves barbarian is prohibited to Sinda player characters. 


 

 

 
Sindar racial traits
  • +2 Dexterity, +2 Wisdom, +2 Charisma: Of those who never arrived in Aman, the Sindar are the wisest of the free-peoples.
  • Blessing of Ulmo: Sindar receive Skill Focus in their choice of Craft (shipwright), Profession (sailor), or Swim as a bonus feat.
  • Integrated: Sindar are skilled in the art of integrating themselves into a community as if they were natives, as well as making visitors to their communities feel welcome. Sindar gain a +1 bonus to Knowledge (local) skill checks and grant allies within 30’ a +1 bonus to their Diplomacy checks.
  • Sociable: Sindar are skilled at charming others and recovering from faux pas. Sindar receive a +2 racial bonus to Diplomacy check.  In addition, if a Sinda with this racial trait attempts to change a creature’s attitude with a Diplomacy check and fails by 5 or more, she can try to influence the creature a second time even if 24 hours have not passed.
  • Songs of Arda: Perform skills are always considered class skills for Sindar, and they receive Skill Focus (perform), as a bonus feat.
  • Languages: Sindar begin play speaking Sindarin and Westron. Sindar with high Intelligence scores can choose from the following: Adûnaic, Black Adûnaic, Black Speech, Dalish, Kuduk, Old Entish, Orkish, Quenya, Rhovanic, Rohirric

Wednesday, September 29, 2010

Two of the Fellowship: Gandalf and Aragorn


For my thoughts on these two conversions please see my other blog.  I will explain the optional rules I'm using at a later date.



Gandalf the Grey

Male human (ainur) bard 9, sorcerer 6
LG Medium humanoid (human)
Init +3; Senses Perception +13

DEFENSE
AC 23, touch 23, flat-footed 17 (+2 Dex, +7 class, +3 deflection, +1 dodge)
hp 118 (9d8+6d6 +45)
Fort +11, Ref +14, Will +21
Defensive Abilities combat expertise, dodge, toughness

OFFENSE
Speed 35 ft.
Melee +12/+7 Glamdring (1d8+3/19-20)
Ranged +12 (by weapon)
Special Attacks bardic performance (countersong, distraction, fascinate, inspire competence, inspire courage +3), fleet, holy, mighty cleaving, vital strike
Spells Known (Bard) (CL 11th; concentration +15)

Spells Known (Sorcerer) (CL 8th; concentration +12)
3rd (4/day)—identify, versatile weapon
2nd (6/day)—eagle’s splendor, pyrotechnics (DC 16),
1st (7/day)—burning disarm (DC 15), flare burst (DC 15), hold portal, true strike

STATISTICS
Str 12, Dex 16, Con 16, Int 16, Wis 21, Cha 19
Base Atk +9; CMB +10; CMD 23
Feats Arcane Strike, Combat Expertise, Dodge, Eschew Materials, Fleet, Skill Focus (diplomacy), Skill Focus (history), Toughness, Vital Strike
Skills Climb +4, Craft (alchemy) +7, Diplomacy +22, Disguise +7, Handle Animal +10, Heal +8, Knowledge (arcana) +17, Knowledge (dungeoneering) +14, Knowledge (engineering) +11, Knowledge (geography) +16, Knowledge (history) +20, Knowledge (local) +17, Knowledge (nature) +12, Knowledge (nobility) +12, Knowledge (planes) +11, Knowledge (religion) +14, Linguistics +12, Perception +13, Perform (oratory) +22, Perform (sing) +14, Ride +4, Spellcraft +12, Stealth +7, Survival +6, Swim +3
Languages All
SQ arcane bond (staff), bardic knowledge, bardic, bloodline (arcane), cantrips, lore master, versatile performance (comedy, oratory), well-versed
Combat Gear Glamdring (+2 holy longsword of mighty cleaving); Other Gear broad-brimmed hat, fine pipe and 1 pound of pipeweed, Narya (see below), traveler’s cloak, wizard’s staff (+2 sacred bonus to will saves, caster level, and spell DCs)

Notes:
  • Craft (alchemy) is for fireworks.
  • Not sure how to do the breaking of the bridge... perhaps add a retributive strike ability to his staff.
  • 'Missing" social skills such as sense motive should be covered by the versatile performance class feature.
  • Flat-footed defense includes 1/2 class defense feature (see rules whenever I do them).
Narya
Narya functions as a ring of sustenance, and major ring of fire resistance.  In addition it has the following powers:
  • +3 deflection bonus to AC 
  • +3 resistance bonus to saving throw Gandalf may cast bless 1/day
  • Gandalf may use the ring to cast any spell with the fire descriptor as well as lightning bolt and chain lightning provided Gandalf expends a number of spell slots with a total of spell levels equal to the level of the spell being cast (i.e. one 1st and one 2nd level spell slot to cast the 3rd level spell fireball)
Aragorn II

Male human gestalt fighter/ranger 9
LG Medium humanoid (human)
Init +2; Senses Perception +14

DEFENSE
AC 18, touch 18, flat-footed 13 (+2 Dex, +6 class)
hp 78 (9d10+18)
Fort +8, Ref +8, Will +9 (+2 vs fear)
Defensive Abilities bravery +2, evasion, improved iron will, iron will

OFFENSE
Speed 35 ft.
Melee Andúril, Flame of the West +14/+9 (1d8+5/18-20)
Ranged +11 by weapon
Special Attacks holy weapon, favored enemy (orcs +4, undead +2), fleet, weapon training (close 1, heavy blades 2)

STATISTICS
Str 14, Dex 15, Con 14, Int 14, Wis 18, Cha 16
Base Atk +9; CMB +11; CMD 23
Feats Combat Reflexes, Dodge, Endurance, Fleet, Improved Shield Bash, Improved Iron Will, Iron Will, Mobility, Mounted Combat, Point Blank Shot, Two-Weapon Fighting, Vital Strike, Weapon Focus (longsword)
Skills Acrobatics +6, Bluff +7, Climb +9, Diplomacy +10, Disguise +5, Handle Animal +8, Heal +16, Intimidate +8, Knowledge (geography) +8, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (religion) +3, Linguistics +3, Perception +14, Perform (oratory) +6, Ride +10, Sense Motive +6, Stealth +11, Survival +15, Swim +6
Languages Aduniac, Westron, and many more I'm sure...
SQ armor training 2, favored terrain (forest +4, cold +2), hunter’s bond, swift tracker, track, wild empathy, woodland stride
Combat Gear Andruil; Other Gear camping gear, fine pipe and 1 pound of pipeweed, traveler’s outfit

As a 9th level ranger, Aragorn has access to spellcasting.  Spells, as they function in the standard D&D campaign, are not entirely appropriate in Middle-Earth.  There are two solutions that I would suggest.  The first is to explain Aragorn’s spells as skill and extra preparation.  Fore example, you could exchange the typical components of cure light wounds with athelas root.  If this doesn’t seem right either, then simply use a variant ranger.  Complete Champion has a Champion of the Wild variant which replaces spellcasting with additional feats. 

Choose one of the following options and add it to Aragorn’s statistics:

Add a new line under Offense:
Spells Prepared (CL 6th; concentration +10)
1st – keen senses, longstrider (x2)
2nd – cure light wounds (x2)

OR

Add the following feats: Combat Expertise, Improved Trip

Andúril
Andúril is an arming sword designed for one-handed use.  It is a +3 weapon with the holy and keen properties.  Andúril sheds light within a 5’ radius, but the wielder may choose to suppress this ability at will.  The light is flame red during the day (fire of the sun), and bright white at night (fire of the moon).