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).

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