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A new Middle Earth d20 thread
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<blockquote data-quote="The Proconsul" data-source="post: 665931" data-attributes="member: 5293"><p>As an afterthought: I DO think that the elvish races on the website are, by far over the top. Wouldn't it be easier to mark where they DON'T get a +2 Bonus? I always felt that elves were so powerful because they are immortal, and thus, in D&D terms, high- too epic-level. And I don't remember any evidence they are telepaths - they call themselves "the speakers", after all.</p><p></p><p>Also, a suggestion to the Silmaril. Probably never needed in a campaign, it's always fun to invent powerful artifacts. Correct me if the story of them is wrong, it's a long time since i read the Silmarillion.</p><p></p><p><strong>The Silmaril</strong> </p><p></p><p>These items were created by Feanor, the most powerful elf ever to be born, and they are not among the most powerful items of Middle-Earth - they ARE the most powerful items, for in them is cept the last remnants of the great trees Telperion and Laurelin. They stand for all that is good and beautiful.</p><p>However, a terrible curse has been lain upon them, for Feanor and his family must seek and reclaim them, from whoever is in possesion of them. Only then all of them were destroyed or removed even from the reaches of the immortal elves could they rest.</p><p></p><p>The Silmaril emit light constantly, and all non-good beings within 50 feet of them is affected by a <em>sunbeam</em> spell cast by a 40th-level sorcerer each round. Also, all evil creatures within line of sight and within 50 ft. take 1d12 damage each round (no save), and an additional 1d12 for every ten foor nearer (i. e., 2d12 up to 40 ft. away). All non-good beings who touch it must succeed at both a Fortitude and Will save DC 40 each round or be instantly slain.</p><p>The Silmaril emit light as the sun to an area 10 miles away, as the moon 20 miles, and as the stars 100 miles. Any good creature carrying one gets the spellcasting abilities of a lvl 20 Paladin with 25 Wisdom (even when already a Paladin of any level).</p></blockquote><p></p>
[QUOTE="The Proconsul, post: 665931, member: 5293"] As an afterthought: I DO think that the elvish races on the website are, by far over the top. Wouldn't it be easier to mark where they DON'T get a +2 Bonus? I always felt that elves were so powerful because they are immortal, and thus, in D&D terms, high- too epic-level. And I don't remember any evidence they are telepaths - they call themselves "the speakers", after all. Also, a suggestion to the Silmaril. Probably never needed in a campaign, it's always fun to invent powerful artifacts. Correct me if the story of them is wrong, it's a long time since i read the Silmarillion. [B]The Silmaril[/B] These items were created by Feanor, the most powerful elf ever to be born, and they are not among the most powerful items of Middle-Earth - they ARE the most powerful items, for in them is cept the last remnants of the great trees Telperion and Laurelin. They stand for all that is good and beautiful. However, a terrible curse has been lain upon them, for Feanor and his family must seek and reclaim them, from whoever is in possesion of them. Only then all of them were destroyed or removed even from the reaches of the immortal elves could they rest. The Silmaril emit light constantly, and all non-good beings within 50 feet of them is affected by a [I]sunbeam[/I] spell cast by a 40th-level sorcerer each round. Also, all evil creatures within line of sight and within 50 ft. take 1d12 damage each round (no save), and an additional 1d12 for every ten foor nearer (i. e., 2d12 up to 40 ft. away). All non-good beings who touch it must succeed at both a Fortitude and Will save DC 40 each round or be instantly slain. The Silmaril emit light as the sun to an area 10 miles away, as the moon 20 miles, and as the stars 100 miles. Any good creature carrying one gets the spellcasting abilities of a lvl 20 Paladin with 25 Wisdom (even when already a Paladin of any level). [/QUOTE]
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