Sepulchrave II
Legend
My personal favourite Vala next.
I'm going broadly with the 40 class levels +20HD model of DDg - note that Eonwe is supposed to break the mould - he's only a Maia, but he is also the greatest warrior in Arda.
I used the legendary horse and legendary wolf stats for Nahar and Oromë’s hounds, and then slapped the celestial template on top.
Works rather nicely.
Anyway...
Oromë
Vala
Alignment: Neutral Good
Domains: Animal, Good, Plant, Protection
Druid 10 / Fighter 10 / Ranger 20
Medium-size Ainu
Divine Rank: 14
Hit Dice: 20d8+240 (Ainu) plus 10d8+120 (Drd) plus 10d10+120 (Ftr) plus 20d10+240 (Rgr) (1260 hp)
Initiative: +18 (+10 Dex, +8 Superior Initiative)
Speed: 60 ft.
AC: 72 (+10 Dex, +14 Divine, +27 Natural, +11 Deflection)
Attacks: +5 Ghost Touch Holy Power Unerring Accuracy Shortspear +75/+70/+65/+60 melee or +5 Holy Wounding (+4 Mighty) Composite Longbow +70/+65/+60/+55 ranged; or by spell +63 melee touch or +64 ranged touch.
Damage:+5 Ghost Touch Holy Power Unerring Accuracy Shortspear 1d8+34 (19-20/x3) or +5 Holy Wounding (+4 Mighty) Composite Longbow 1d8+25(x3).
Face/Reach: 5ft. by 5ft./5ft
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, spells.
Special Qualities: Divine immunities, DR 49/+4, fire resistance 34, SR 46, speak and read all languages, favoured enemies (magical beasts +5, shapechangers +4, evil Maiar +3, goblinoids +2, aberrations +1); divine aura (1400 ft. DC34).
Saves: Fort +58 Ref +56 Will +56
Abilities: Str 28 Dex 30 Con 35 Int 27 Wis 31 Cha 32
Skills Animal Empathy +75, Climb +43, Concentration +46, Craft (Bowyer) +42, Craft (Trapmaker) +42, Diplomacy +45, Escape Artist +44, Handle Animal +75, Heal +44, Hide +64, Intimidate +45, Intuit Direction +54, Knowledge (Nature) +62, Knowledge (Geography) +52, Knowledge (History) +42, Knowledge (the Blessed Realm) +42, Jump +43, Listen +44, Move Silently +44, Ride +64, Scry +42, Search +62, Sense Motive +44, Spellcraft +42, Spot +74, Swim +43, Wilderness Lore +75
Feats: Dodge, Combat Reflexes, Mobility, Improved Initiative, Track, Weapon Focus (Shortspear), Weapon Specialization (Shortspear), Improved Critical (Shortspear), Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow), Point-Blank Shot, Far Shot, Rapid Shot, Mounted Archery, Shot-on-the-Run, Ride-by-Attack, Spirited Charge, Trample
Epic Feats: Superior Initiative, Bane of Enemies (Magical Beasts), Death of Enemies (Magical Beasts), Legendary Rider, Dire Charge, Epic Reputation, Epic Weapon Focus (Shortspear), Epic Weapon Specialization (Shortspear).
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Self-Incarnation, Annihilating Strike, Battlesense, Call Creatures, Divine Celerity, Divine Fast Healing, Divine Ranger, Divine Archery, Divine Inspiration, Divine Weapon Focus (Shortspear), Divine Weapon Specialization (Shortspear), Extra Domain (Protection), Free Move, Frightful Presence, Speak with Creatures, Power of Nature, Wound Enemy
Domain Powers: Cast good spells at +1 caster level; 14/day cast Animal Friendship at 14th level; 14/day generate Protective Ward which confers a +14 resistance bonus on next Saving Throw; 14/day rebuke or command plant creatures at 14th level.
Spell-Like Abilities: Oromë uses these abilities as a 24th level caster, except Good spells which uses as a 25th level caster: Aid, Animal Shapes, Antilife Shell, Antimagic Field, Barkskin, Calm Animals, Changestaff, Command Plants, Commune w/ Nature, Control Plants, Dispel Evil, Dominate Animal, Entangle, Hold Animal, Holy Aura, Holy Smite, Holy Word, Magic Circle against Evil, Mind Blank, Plant Growth, Protection from Elements, Protection from Evil, Repel Vermin, Repel Wood, Repulsion, Sanctuary, Shambler, Shield Other, Spell Immunity, Spell Resistance, Wall of Thorns, The Save DCs are 35+ spell level.
Druid Spells/Day: 6/7/7/5/5/4. Save DCs 20+ Spell Level.
Ranger Spells/Day: 6/6/5/5. Save DCs 20+ Spell Level.
Possessions: +5 Holy Wounding (+4 Mighty) Composite Longbow, +5 Ghost Touch Holy Power Unerring Accuracy Shortspear and the Valaróma: a magical horn of great potency which, when winded by Oromë, replicates effects of the salient divine ability Divine Inspiration to all who hear it within 14 miles. Courage is evoked in allies, and dread in enemies.
Nahar, Oromë’s Valinorean Legendary Horse: CR10; Large Magical Beast; HD 18d8+144 (288hp); Init +2; Spd 80ft.; AC 19 (touch 11, flat-footed 17); Atk +22 melee (2d6+9, 2 hooves), +17 melee (1d6+4, bite); SA Smite Evil 1/day; SQ Acid/Cold/Electricity Resistance 20, Darkvision 60ft., DR 10/+3, Scent, SR25; SV Fort +19, Ref +13, Will +8; Str 28, Dex 14, Con 26, Int 3, Wis 14, Cha 10.
Skills and Feats: Listen +8, Spot +8
Valinorean Legendary Hound: CR9; Medium-size Magical Beast; HD 14d8+70 (182hp); Init +4; Spd 60ft.; AC 24 (touch 19, flat-footed 15); Atk +17 melee (2d6+10, bite); SA Trip, Smite Evil 1/day; SQ Acid/Cold/Electricity Resistance 20, Darkvision 60ft., DR 10/+3, Scent, SR25; SV Fort +14, Ref +18, Will +6; Str 24, Dex 28, Con 20, Int 3, Wis 14, Cha 10.
Skills and Feats: Hide +12, Listen +10, Move Silently +12, Spot +10, Wilderness Lore +4; Weapon Finesse (Bite). +8 bonus on Wilderness Lore if tracking by scent.
As Tolkien can describe things far more eloquently than I:
[Edited to include 3 previously omitted SDAs, changed Nahar and Valinorean Hound type to 'Magical Beast' to reflect celestial template and corrected saving throws, modified spear abilities and toned-down Valaroma effects.]
I'm going broadly with the 40 class levels +20HD model of DDg - note that Eonwe is supposed to break the mould - he's only a Maia, but he is also the greatest warrior in Arda.
I used the legendary horse and legendary wolf stats for Nahar and Oromë’s hounds, and then slapped the celestial template on top.
Works rather nicely.
Anyway...
Oromë
Vala
Alignment: Neutral Good
Domains: Animal, Good, Plant, Protection
Druid 10 / Fighter 10 / Ranger 20
Medium-size Ainu
Divine Rank: 14
Hit Dice: 20d8+240 (Ainu) plus 10d8+120 (Drd) plus 10d10+120 (Ftr) plus 20d10+240 (Rgr) (1260 hp)
Initiative: +18 (+10 Dex, +8 Superior Initiative)
Speed: 60 ft.
AC: 72 (+10 Dex, +14 Divine, +27 Natural, +11 Deflection)
Attacks: +5 Ghost Touch Holy Power Unerring Accuracy Shortspear +75/+70/+65/+60 melee or +5 Holy Wounding (+4 Mighty) Composite Longbow +70/+65/+60/+55 ranged; or by spell +63 melee touch or +64 ranged touch.
Damage:+5 Ghost Touch Holy Power Unerring Accuracy Shortspear 1d8+34 (19-20/x3) or +5 Holy Wounding (+4 Mighty) Composite Longbow 1d8+25(x3).
Face/Reach: 5ft. by 5ft./5ft
Special Attacks: Domain powers, salient divine abilities, spell-like abilities, spells.
Special Qualities: Divine immunities, DR 49/+4, fire resistance 34, SR 46, speak and read all languages, favoured enemies (magical beasts +5, shapechangers +4, evil Maiar +3, goblinoids +2, aberrations +1); divine aura (1400 ft. DC34).
Saves: Fort +58 Ref +56 Will +56
Abilities: Str 28 Dex 30 Con 35 Int 27 Wis 31 Cha 32
Skills Animal Empathy +75, Climb +43, Concentration +46, Craft (Bowyer) +42, Craft (Trapmaker) +42, Diplomacy +45, Escape Artist +44, Handle Animal +75, Heal +44, Hide +64, Intimidate +45, Intuit Direction +54, Knowledge (Nature) +62, Knowledge (Geography) +52, Knowledge (History) +42, Knowledge (the Blessed Realm) +42, Jump +43, Listen +44, Move Silently +44, Ride +64, Scry +42, Search +62, Sense Motive +44, Spellcraft +42, Spot +74, Swim +43, Wilderness Lore +75
Feats: Dodge, Combat Reflexes, Mobility, Improved Initiative, Track, Weapon Focus (Shortspear), Weapon Specialization (Shortspear), Improved Critical (Shortspear), Weapon Focus (Composite Longbow), Weapon Specialization (Composite Longbow), Point-Blank Shot, Far Shot, Rapid Shot, Mounted Archery, Shot-on-the-Run, Ride-by-Attack, Spirited Charge, Trample
Epic Feats: Superior Initiative, Bane of Enemies (Magical Beasts), Death of Enemies (Magical Beasts), Legendary Rider, Dire Charge, Epic Reputation, Epic Weapon Focus (Shortspear), Epic Weapon Specialization (Shortspear).
Divine Immunities: Ability damage, ability drain, acid, cold, death effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation, imprisonment, banishment.
Salient Divine Abilities: Self-Incarnation, Annihilating Strike, Battlesense, Call Creatures, Divine Celerity, Divine Fast Healing, Divine Ranger, Divine Archery, Divine Inspiration, Divine Weapon Focus (Shortspear), Divine Weapon Specialization (Shortspear), Extra Domain (Protection), Free Move, Frightful Presence, Speak with Creatures, Power of Nature, Wound Enemy
Domain Powers: Cast good spells at +1 caster level; 14/day cast Animal Friendship at 14th level; 14/day generate Protective Ward which confers a +14 resistance bonus on next Saving Throw; 14/day rebuke or command plant creatures at 14th level.
Spell-Like Abilities: Oromë uses these abilities as a 24th level caster, except Good spells which uses as a 25th level caster: Aid, Animal Shapes, Antilife Shell, Antimagic Field, Barkskin, Calm Animals, Changestaff, Command Plants, Commune w/ Nature, Control Plants, Dispel Evil, Dominate Animal, Entangle, Hold Animal, Holy Aura, Holy Smite, Holy Word, Magic Circle against Evil, Mind Blank, Plant Growth, Protection from Elements, Protection from Evil, Repel Vermin, Repel Wood, Repulsion, Sanctuary, Shambler, Shield Other, Spell Immunity, Spell Resistance, Wall of Thorns, The Save DCs are 35+ spell level.
Druid Spells/Day: 6/7/7/5/5/4. Save DCs 20+ Spell Level.
Ranger Spells/Day: 6/6/5/5. Save DCs 20+ Spell Level.
Possessions: +5 Holy Wounding (+4 Mighty) Composite Longbow, +5 Ghost Touch Holy Power Unerring Accuracy Shortspear and the Valaróma: a magical horn of great potency which, when winded by Oromë, replicates effects of the salient divine ability Divine Inspiration to all who hear it within 14 miles. Courage is evoked in allies, and dread in enemies.
Nahar, Oromë’s Valinorean Legendary Horse: CR10; Large Magical Beast; HD 18d8+144 (288hp); Init +2; Spd 80ft.; AC 19 (touch 11, flat-footed 17); Atk +22 melee (2d6+9, 2 hooves), +17 melee (1d6+4, bite); SA Smite Evil 1/day; SQ Acid/Cold/Electricity Resistance 20, Darkvision 60ft., DR 10/+3, Scent, SR25; SV Fort +19, Ref +13, Will +8; Str 28, Dex 14, Con 26, Int 3, Wis 14, Cha 10.
Skills and Feats: Listen +8, Spot +8
Valinorean Legendary Hound: CR9; Medium-size Magical Beast; HD 14d8+70 (182hp); Init +4; Spd 60ft.; AC 24 (touch 19, flat-footed 15); Atk +17 melee (2d6+10, bite); SA Trip, Smite Evil 1/day; SQ Acid/Cold/Electricity Resistance 20, Darkvision 60ft., DR 10/+3, Scent, SR25; SV Fort +14, Ref +18, Will +6; Str 24, Dex 28, Con 20, Int 3, Wis 14, Cha 10.
Skills and Feats: Hide +12, Listen +10, Move Silently +12, Spot +10, Wilderness Lore +4; Weapon Finesse (Bite). +8 bonus on Wilderness Lore if tracking by scent.
As Tolkien can describe things far more eloquently than I:
Silmarillion, p.29Oromë loved the lands of Middle-earth, and he left them unwillingly and came last to Valinor; and often of old he passed back east over the mountains and returned with his host to the hills and the plains, He is a hunter of monsters and fell beasts, and he delights in horses and in hounds; and all trees he loves, for which reason he is called Aldaron, and by the Sindar Tauron, the lord of forests. Nahar is the name of his horse, white in the sun and shining silver at night. The Valaróma is the name of his great horn, the sound of which is like the upgoing of the Sun in scarlet, or the sheer lightning cleaving the clouds. Above all the horns of his host it was heard in the woods that Yavanna brought forth in Valinor; for there Oromë would train his folk and his beasts for the pursuit of the evil creatures of Melkor.
Silmarillion, p.41And Oromë tamer of beasts would ride too at whiles in the darkness of the unlit forests; as a mighty hunter he came with spear and bow, pursuing to the death the monsters and fell creatures of the kingdom of Melkor, and his white horse Nahar shone like silver in the shadows. Then the sleeping earth trembled at the beat of his golden hooves, and in the twilight of the world Oromë would sound Valaróma his great horn upon the plains of Arda; whereat the mountains echoed, and the shadows of evil fled away, and Melkor himself quailed in Utumno, foreboding the wrath to come.
[Edited to include 3 previously omitted SDAs, changed Nahar and Valinorean Hound type to 'Magical Beast' to reflect celestial template and corrected saving throws, modified spear abilities and toned-down Valaroma effects.]
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