D&D 5E Adventures in Middle-Earth [OOC]

GreenKarl

First Post
Multi-Classing is in the Loremasters book (Optional Rules)

Class Ability Score Minimum
Scholar
Intelligence 13
Slayer Strength 13
Treasure Hunter Dexterity 13
Wanderer Constitution 13
Warden Charisma 13
Warrior Strength or Dexterity 13

When you multi-class you gain the first level Features and a player selects any two proficiency from the new class.
 

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gargoyleking

Adventurer
Ok. I'm grabbing the book today. It came in last night. I'll probably have to build the character tomorrow though. My work schedule is in overdrive thanks to the Holiday season.
 


gargoyleking

Adventurer
Holfast Goodchild

Race: Hobbit of the Shire
Background: World weary
Class: Scholar (1); Wanderer (1)

Abilities: <Abil(Bonus)<Save>; Prof(Bonus)>
    Proficiency Bonus: +2
  Strength:  8(-1)
  Dexterity:  14(+2); Stealth(+4)
  Constitution:  14(+2)
  Intellect:  16(+3)<+5>; History, Investigation,  Lore, Traditions(+5)
  Wisdom:  14(+2)<+4>; Insight,  Medicine, Perception, Survival(+2)
  Charisma:  8(-1)
Tool Prof: Calligrapher's Tools, Cartographer's Tools, Herbalism Kit, Pipe

Combat:
  Passive Perception: 14
  AC: 13
  HP: 24/24
  Inspiration: (0)
  Weapons: name(to hit), Damage(type), Properties
    Shortbow(+5), 1d6+2(P), Ammo(30/320) Two-Handed
    Dagger(+4), 1d4+2(P), Finesse, Light, Thrown(20/60)
    

Traits:
Hobbit: (Fallowhide)
  +2 Dex, +1 Int
  Age: 55
  Size: Small (2’10”, 45 lbs)
  Speed: 25 ft
  Resilient: Adv on saves vs corruption.
  Hobbit Nimbleness: Move through larger creature's space.
  Noble Pursuits: Prof with Short Bows, Cartographers tools, Pipes
  Hobbit Elusiveness: Prof Stealth
  Languages: Westron
  Student of old lore:  Prof; Lore, Calligraphers supplies.
Background: World weary
  Prof: History, Insight
  Feature: Seasoned Connections
    DQ: Forthright (skip the niceties)
    Specialty: Region-Lore (Western Eaves)
    Hope: Even at my age, there is something new worth discovering.
    Despair: I've never made a friend who hasn't betrayed me at some point; you're no different.
Class:
  Scholar:
    HD: 1d8, Armor: Light, Weapons: Simple
    Tools: Herbalism Kit, Pipe
    Saves: Intellect, Wisdom
    Skills: Medicine, Traditions, Investigation
    Hands of the Healer: 1d8/SR per level (1)
      1d8+Wis (Action)
      (1d8×Prof)+Wis (10 Minutes)
      Cure conditions: Frightened, Paralysed, Stunned, Unconscious
      Cure Poison, Disease (Subject must complete a long rest)
    News From Afar: Learn rumors and happenings everywhere you go.
    Tongues of Many People:  Simple conversation in tongues of men or elves, Simple phrases in other tongues.
  Wanderer:  
    HD: 1d10
    Prof: Survival, Perception
    Shadow Weakness: Wandering-Madness
    Known Lands: Western Eaves, Heart of Mirkwood, Western Mirkwood, Mountains of Mirkwood, East Anduin Vales, West Anduin Vales.
      While in known lands gain…
        *DC of personal Event tests lowered by 2.
        *If acting as guide, lower peril rating by 2.(As long as entire journey passes through known lands.)
        *Advantage on Wis saves vs Corruption caused by Blighted Lands you know.
        *Cannot normally become lost.
        *Know at least 1 place in known land where you can safely take a long rest.
        *Advantage on Dex(Stealth) checks, can move at normal pace.
        *While tracking other creatures, automatically know their numbers sizes, how recently they passed through.
     Ways of the Wild:  Adv on Wis(Survival) checks when tracking others through the wilderness.
        *If acting as guide, you fill all vacant travelling roles, if no other companion is filling said role.
Virtues:
  1: Fair Shot (+1 attack rolls with simple ranged weapons.)

Equipment:
    Coins: 0g, 2s, 6c
  Shortbow, 20 arrows
  Dagger
  Leather jerkin
  Fur-Lined travelling cloak
  Travelling gear
  Bedroll
  Backpack
  Comfortable boots
  Pipe and pipe weed
  2 Parchment, Inkpen, Ink
  Herbalism Kit
 







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