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Middle Earth D20 Conversion
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<blockquote data-quote="Red Baron" data-source="post: 7628" data-attributes="member: 1050"><p>Yep, early Third Age, in fallen Rhudaur.</p><p></p><p>Just for fun, yep. Here they are. Keep in mind that Gandalf and Galadriel (and Aragorn) use a modified PP-based magic system I put together using the 3E psionics mechanic. Also, these would be post-war stats from the end of RotK.</p><p></p><p>I'm just dumping this in from a Word file, so the formatting may be a bit buggy. </p><p></p><p>Hobbits: As standard halflings, except as follows:</p><p>1) +2 to fear saves becomes +1 to all Will saves (stacks with +1 to all saves).</p><p>2) lose +2 to Climb and Jump checks and gain either Great Fortitude, Lightning Reflexes, or Iron Will. </p><p>3) lose Halfling as a starting language: Hobbits speak Common.</p><p></p><p>Frodo Baggins, male Hobbit aristocrat 3 / expert 2 </p><p>CR 3; Small humanoid; HD 3d8+12 (Ari) +2d6+8 (Exp); hp 40; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 size, +1 Dex, +6 chain); Atk +5 melee (1d6+1(+2d6 vs. evil), 17-20/x2 crit, “Sting”), or +6 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +8, Ref +3, Will +11; Str 10, Dex 12, Con 18, Int 14, Wis 17, Chr 16. </p><p></p><p>Skills: Bluff +5, Climb +2, Diplomacy +11, Disguise +4, Hide +23, Intuit Direction +4, Gather Information +5, Knowledge (Shire) +8, Knowledge (geography) +4, Knowledge (history) +5, Listen +11, Move Silently +7, Perform [singing, storytelling] +5, Sense Motive +7, Spot +4, Use Rope +2, Wilderness Lore +6. </p><p></p><p>Feats: Great Fortitude, Multicultural (Elf), Trustworthy. </p><p></p><p>Languages: Common, Sindarin, Quenya (some). </p><p></p><p>Possessions: +2 mithril moderate-fortified chain shirt (no skill penalties, +6 max Dex, 10 lbs.), +1 keen sure striking holy shortsword (“Sting”: glows blue when orcs are within 1000 feet), phial of Galadriel (light at will; 1/day or within 100 feet of evil, becomes daylight; grants protection from evil to bearer), cloak of elvenkind, rope of climbing. </p><p></p><p></p><p>Samwise Gamgee, male Hobbit commoner 1 / warrior 3 </p><p>CR 3; Small humanoid; HD 1d4+2 (Com) +3d8+6 (Ftr); hp 27; Init +1 (Dex); Spd 20 ft.; AC 16 (+1 size, +1 Dex, +4 chain); Atk +6 melee (1d6+2, 19-20/x2 crit, +1 orc-, troll-, and undead-bane shortsword), or +6 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +6, Ref +3, Will +8; Str 12, Dex 12, Con 15, Int 10, Wis 16, Chr 12. </p><p></p><p>Skills: Climb +3, Craft (ropemaking) +1, Handle Animal +2, Hide +16, Knowledge (Shire) +1, Listen +5, Move Silently +3, Perform [rhyme-song] +2, Profession (gardener) +7, Spot +3, Use Rope +2, Wilderness Lore +4. </p><p></p><p>Feats: Endurance, Iron Will, Skill Focus (gardening). </p><p></p><p>Languages: Common. </p><p></p><p>Possessions: Masterwork chain shirt, +1 orc-, troll-, and undead-bane shortsword (ignores damage resistance of undead; from Barrow-downs), cloak of elvenkind, rope of climbing. </p><p></p><p></p><p>*Note: I have given both Merry and Pippin a +1 enhancement bonus to Str for the effects of ent-draught.</p><p></p><p>Meriodac Brandybuck, male Hobbit aristocrat 1 / rogue 1 / fighter 4 </p><p>CR 4; Small humanoid; HD 1d8+2 (Ari) +1d6+2 (Rog) +4d10+8 (Ftr); hp 41; Init +2 (Dex); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +4 chain, +1 shield); Atk +9 melee (1d6+4, 19-20/x2 crit, MW shortsword), or +6 ranged (anything hurled); SA sneak attack +1d6; SQ hobbit traits; AL CG; SV Fort +7, Ref +8, Will +5; Str 14, Dex 15, Con 13 (15), Int 11, Wis 10, Chr 13. </p><p></p><p>Skills: Bluff +5, Climb +4, Diplomacy +3, Hide +20, Gather Information +2, Knowledge (Shire) +2, Knowledge (warfare) +4, Listen +6, Move Silently +6, Perform [singing] +2, Ride +5, Sense Motive +2, Spot +2, Wilderness Lore +2. </p><p></p><p>Feats: Alertness, Endurance, Expert Tactician, Lightning Reflexes, Hamstring, Weapon Focus (shortsword), Weapon Specialization (shortsword). </p><p></p><p>Languages: Common, Rohirrim. </p><p></p><p>Possessions: Masterwork chain shirt, small steel shield, masterwork shortsword, cloak of elvenkind, +2 belt of health, silver horn of calling. </p><p></p><p></p><p>Peregrin Took, male Hobbit aristocrat 1 / fighter 4</p><p>CR 4; Small humanoid; HD 1d8+3 (Ari) +4d10+12 (Ftr); hp 44; Init +2 (Dex); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +4 chain, +1 shield); Atk +9 melee (1d6+5, 19-20/x2 crit, +1 orc-, troll-, and undead-bane shortsword), or +8 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +10, Ref +4, Will +5; Str 15, Dex 14, Con 15 (17), Int 11, Wis 11, Chr 13. </p><p></p><p>Skills: Bluff +7, Diplomacy +3, Hide +15, Intimidate +2, Gather Information +2, Knowledge (Shire) +2, Knowledge (warfare) +3, Listen +3, Move Silently +4, Perform [dancing, singing] +3, Ride +3, Spot +4, Wilderness Lore +1. </p><p></p><p>Feats: Athletic, Great Fortitude, Persuasive, Power Attack, Weapon Focus (shortsword), Weapon Specialization (shortsword). </p><p></p><p>Languages: Common. </p><p></p><p>Possessions: Masterwork chain shirt, small masterwork steel shield, +1 orc-, troll-, and undead-bane shortsword (ignores damage resistance of undead; from Barrow-downs), cloak of elvenkind, +2 belt of health. </p><p></p><p></p><p>*Note: I have used ColonelHardisson’s version of the Sindar. However, since Legolas grew up among the sylvan elves of the Greenwood (and not the Sindar of the Grey Havens or, like his father, Beleriand), I kept the Wilderness Lore rather than the shipbuilding bonus for him. I have also used my own slightly modified version of the ranger class. Finally, I have switched Balance instead of Swim for a fighter class skill and given him Knowledge (history) as a class skill due to his longevity. </p><p></p><p>Legolas, male Sindar ranger 1 / fighter 4 / Order of the Bow initiate 5</p><p>CR 10; SZ Medium-size humanoid; HD 1d10+1 (Rgr) +4d10+4 (Ftr) +5d10+4 (OBI); hp 64; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (+5 Dex, +4 chain, +1 greaves); Atk +12/+7 melee (1d6+1, x2 crit, MW longknife), +20/+15 or +18/+18/+13 ranged (1d8+6 (+2d6 vs. evil), x3 crit, 220 ft., Bow of the Golden Wood); SA favoured enemy +1 (orcs), ranged sneak attack +3d6, close combat shot; SQ point blank shot, superior weapon focus, low-light vision, Sindar traits; AL NG; SV Fort +8, Ref +10, Will +6; Str 12, Dex 20, Con 13, Int 14, Wis 12, Chr 13. </p><p></p><p>Skills: Animal Empathy +5, Balance +9, Climb +4, Craft (bowmaking) +7, Diplomacy +2, Handle Animal +4, Hide +16, Knowledge (history) +3, Knowledge (nobility) +2, Knowledge (religion) +3, Listen +7, Move Silently +6, Perform (singing) +3, Ride +8, Search +4, Spot +16, Swim +4, Wilderness Lore +7. </p><p></p><p>Feats: Expertise (usable with close combat shot), Improved Initiative, Precise Shot, Rapid Shot, Sharp-Shooting, Track, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). </p><p></p><p>Languages: Westron, Sindarin, Quenya, Orc. </p><p></p><p>Possessions: Chain shirt, steel bracers and greaves (negate crits 10%), Bow of the Golden Wood (+3 holy mighty (any Str) composite longbow of distance), quiver and 20 arrows, masterwork longknife (as shortsword), cloak of elvenkind. </p><p></p><p></p><p>Gimli, male dwarf fighter 9</p><p>CR 9; SZ Medium-size humanoid; HD 9d10+27; hp 79; Init +1 (Dex); Spd 20 ft.; AC 19 (+1 Dex, +7 chain, +1 helm), AC 19 with shield; Atk +15/+10 melee (1d10+7, x3 crit, MW dwarven waraxe) or +15/+10 melee (1d10+6, x3 crit, MW dwarven waraxe (with shield)); SQ dwarf traits; AL LG; SV Fort +9, Ref +4, Will +3; Str 16, Dex 12, Con 17, Int 11, Wis 10, Chr 12. </p><p></p><p>Skills: Climb +5, Craft (smithing) +4, Diplomacy +2, Hide +11, Intimidate +6, Jump +5, Knowledge (history) +1, Perform (singing) +2, Profession (miner) +4. </p><p></p><p>Feats: Battle Shout, Cleave, Great Cleave, Exotic Weapon (dwarven waraxe), Power Attack, Power Lunge, Weapon Focus (dwarven waraxe), Weapon Mastery (dwarven waraxe), Weapon Specialization (dwarven waraxe). </p><p></p><p>Languages: Westron, Khazad (and Cirth). </p><p></p><p>Possessions: +3 chain shirt, masterwork pot helm (negates crits 5%), small steel shield, masterwork dwarven waraxe, cloak of elvenkind. </p><p></p><p></p><p>*Note: I have used my own slightly modified version of the ranger class. </p><p></p><p>Aragorn II, King Elessar, male Dunedain expert 4 / ranger 14</p><p>CR 15; SZ Medium-size humanoid; HD 4d6+20 (Exp) +14d10+70 (Rgr); hp 180; Init +3 (Dex); Spd 30 ft.; AC 20 (+3 Dex, +4 chain, +1 greaves, +2 star of Elendil); Atk +23/+18/+13/+8 melee (1d8+5 (+2d6 vs. evil), 17-20/x3 crit, Anduril), or +20/+15/+10/+5 ranged; SA favoured enemies (orc +1, giant +1, undead +1), spells; SQ alertness, endurance, favoured terrain (hills +1, forest +1, plains +1), uncanny dodge (always gets Dex bonus to AC), skill mastery (Heal, Listen, Ride, Search, Spot, Wilderness Lore), half-elf traits (except low-light vision); AL LG; SV Fort +17, Ref +8, Will +14; Str 14, Dex 16, Con 20, Int 14 (16), Wis 16 (18), Chr 15 (19). </p><p></p><p>Skills: Animal Empathy +7, Appraise +5, Climb +5, Concentration +13, Craft (trapmaking) +5, Diplomacy +10, Disguise +8, Gather Information +8, Handle Animal +8, Heal +14, Hide +20, Innuendo +5, Intuit Direction +7, Jump +7, Knowledge (the Enemy) +12, Knowledge (history) +10, Knowledge (geography) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (warfare) +10, Listen +21, Move Silently +14, Perform [ballad, ode, singing, storytelling] +10, Profession (herbalist) +10, Ride +9, Scry +5, Search +9, Sense Motive +10, Spot +14, Wilderness Lore +21. </p><p></p><p>Feats: Iron Will, Great Fortitude, Improved Critical (longsword), Mounted Combat, Power Attack, Slow Metabolism, Suppress Needs, Track, Weapon Focus (longsword). </p><p></p><p>Languages: Westron, Edain, Sindarin, Quenya, Eldarin, Rohirric, Dunael, Easterling, Haradrim, Black Speech, Orc.</p><p></p><p>Ranger spells (47 PP): 0 - cure minor wounds, detect poison, know direction; 1st – alarm, cure light wounds, detect animals or plants; 2nd - circle of sounds, hunter’s stalk, limbs of endurance; 3rd - cat’s grace, danger sense, delay poison; 4th - cure serious wounds, freedom of movement. </p><p></p><p>Possessions: Chain shirt (20% arcane spell failure), leather bracers and greaves (+5% arcane spell failure),“Anduril” (also called Narsil; +3 holy longsword, grants wielder +2 resistance bonus to saves while held), star of Elendil (+2 Int and Wis; +2 deflection bonus to AC; +2 morale bonus to Chr-based checks; can be made visible or invisible by wearer at will), ring of Barahir (+4 bonus to Chr-based checks among Numenorean and elven peoples), cloak of elvenkind, scabbard of Lorien (blade sheathed in it cannot be broken for 24 hours after drawn), elfstone of Galadriel (+4 enhancement bonus to Charisma), palantir of Orthanc (as crystal ball with detect thoughts and telepathy), sceptre of Annuminas (as rod of rulership). </p><p></p><p></p><p>Note: The Istari I have converted as celestials in noble human form; their base CR (without additional spellcaster levels) is about 15, I'd say. They get the lore ability like loremasters (as bardic knowledge), using (total HD + Int mod) for the check, and the monk-like ability to use their Wisdom bonus for AC, due to their link to the divine and the preternatural awareness that entails. They can also turn undead as 12th-level clerics. An Istari's "holy symbol" is his staff, and it functions as his focus or divine focus for all spells that require foci, regardless of the class whence the spell is derived. Istari get many of the standard celestial qualities, but not all, as described below, and cast spells as a 14th-level spellcaster (Gandalf’s primary discipline is Lore; he also uses Accession, Brilliance, Songs of Making, Weather Mastery, and of course Wizardry, and gains access also to Girding and Warding through his spell dilettante ability). </p><p></p><p>As far as I can tell, all of the effects Gandalf actually produces in LotR can be emulated by the spells and abilities here. </p><p></p><p>For instance, in Fangorn when Aragorn, Gimli, and Legolas first encounter him, he casts what is apparently a hold person on the elf and the dwarf: his knowing stare ability can account for that (because Aragorn's Will save is pretty high, he isn't affected...). Shortly thereafter, uses his magic openly to render their weapons useless: </p><p></p><p>"The old man was too quick for [Gimli]. He sprang to his feet and leaped to the top of a large rock. There he stood, grown suddenly tall, towering above them. His hood and grey rags were flung away. His white garments shone. He lifted up his staff, and Gimli's axe leaped from his grasp and fell ringing on the ground. The sword of Aragorn, stiff in his motionless hand, blazed with a sudden fire. Legolas gave a great shout and shot an arrow high into the air: it vanished in a flash of flame." (516) </p><p></p><p>Now, here's my interpretation of this scene, D&D style (Note: I have rule-0'ed the limit to the max number of power points a caster can pour into any one spell in my game -- if he wants to burn the energy, he's free to: he'll likely be caught by someone's Magic Awareness, though): </p><p></p><p>Round One: Gandalf has refocused while the others were held, now coming in with an initiative of 28 (Legolas has a 17, Gimli a 14, and Aragorn a 10). He already has a Hidden haste spell active, expecting a poor reception (which is why he "quickened his pace and came with surprising speed" toward them just moments before). But this round he takes a readied action to leap up (using a Quickened, Hidden, Still, Silent jump spell as a free action) onto the top of the nearby boulder if anyone acts threateningly toward him, and then, using the extra action from the haste, to cast a Still, Silent, Hidden righteous might (accounting for the size increase). Legolas has also taken a readied action, waiting for the Wizard to take a threatening action against them. As soon as Gimli moves (on 14), Gandalf's readied action triggers, but, since the Wizard's action is not "threatening," Legolas' action doesn't trigger. Aragorn, on his turn, takes the refocus action, still waiting to see what will happen (his new initiative will be 23). </p><p></p><p>Round Two: Once again Gandalf acts just before Gimli on 14, and both Aragorn and Legolas take readied actions to attack Gandalf only if he starts to cast a spell. However, Gandalf's next spell is Silent and Still, and thus their actions once again do not trigger: the spell is a Hidden, Heightened (Gandalf knows how strong Aragorn's will is...), Twinned hold person targeting the dwarf and the ranger. As a free action, for effect, he then casts a Quickened, Hidden minor image of flames on Aragorn's sword. Then, as a second free action associated with the haste, he reveals his face openly to Legolas. As his second standard action (from the haste), Gandalf casts a Fire Substituted shatter on Legolas' arrow. The elf, realizing just in time with a successful Spot check who the Wizard is, is allowed by the "DM" to make a Reflex save to avoid triggering his readied action, and instead manages to fire his knocked arrow into the air for joy, where it shatters in a flash of flame. </p><p></p><p>Round Three: Everybody's happy, even though Gandalf has used up 108 (I think) power points and likely alerted every blooded spellcaster in a 50 mile radius (more or less, depending on the rules you use). </p><p></p><p>Gandalf the White, male Istari eldritch master 8 / epic character 4</p><p>CR 25; SZ Medium-size outsider (good, lawful); HD 12d8+36 (Istari) +8d4+24 (Eld); hp 136; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft; AC 29 (+4 Dex, +10 Wis, +5 robe); Atk +26/+21/+16/+11 melee (1d8+10 (+2d6 vs. evil), 19-20/x2 crit, Glamdring), or +24/+19/+14/+9 melee (1d6+10, staff of Gandalf the White); SA knowing stare, spell-like abilities, spells; SQ lore (+2), turn undead (12th level), damage reduction 20/+4, SR 30, celestial qualities; AL LG; SV Fort +17, Ref +18, Will +28; Str 20, Dex 18, Con 17, Int 20, Wis 25 (31), Chr 20. </p><p></p><p>Skills: Animal Empathy +11, Appraise +10, Concentration +26, Craft (woodworking) +7, Diplomacy +16, Gather Information +6, Heal +16, Intimidate +17, Knowledge (arcana) +28, Knowledge (the Enemy) +20, Knowledge (nobility) +10, Knowledge (warfare) +10, Listen +25, Ride +6, Scry +27, Search +7, Sense Motive +33, Spellcraft +28, Spot +25, Wilderness Lore +11.</p><p></p><p>Feats: Arcane Trace, Craft Magic Arms and Armour, Craft Staff, Divine Cleansing, Divine Resistance, Enlarge Spell, Eschew Materials, Heighten Spell, Hide Magic, Improved Initiative, Inscribe Rune, Magic Awareness, Quicken Spell, Sacred Spell, Silent Spell, Still Spell, Subdual Substitution (fire), Twin Spell. </p><p></p><p>SA - Knowing stare (Su): 1/day - Gandalf can invoke a 30-foot gaze attack (a semi-circular emanation) that holds all living creatures in the area. Those affected must make a Will saving throw (DC 19) or be held for 8 rounds. </p><p></p><p>SA - Spell-like abilities: At will – aid, comprehend languages, detect evil, detect magic, detect thoughts, discern lies, light, remove fear, see invisibility; 3/day - break enchantment, holy word; 1/day - true seeing. </p><p></p><p>SA - True spells (Sp): 1/day - command, hold person, read magic (as 22nd-level sorcerer). </p><p></p><p>Spells (398 PP) [at 22nd level]: 0 – detect poison, enumerate, guidance, inkling, mending, flare, know direction, read magic, resistance; 1st - charm person or animal, command, detect secret doors, feather fall, flash, identify, jump, know location, mnemonic device, object reading, power word - notice, Salamar’s quiet contemplation, sanctuary, silent image, trigger rune; 2nd - arcane lock, arcane sight, augury, dead man’s eyes, hold person, indifference, perfect recollection, personal reading, renewed focus, shatter, undetectable alignment, whispering wind; 3rd - improved identify, commanding presence, daylight, dispel magic, healthful slumber, illusory script, mind over matter, major image, suggestion, tongues; 4th - arcane eye, analyze dweomer, cloak of righteousness, divination, haste, seal of Hedrada, searing light, Terole’s translator; 5th - greater command, legend lore, lightning bolt, righteous might, telethaumaturgy; 6th - forbiddance, precognition; 7th - find the path; 8th - hypercognition; 9th - foresight. </p><p></p><p>SQ - Celestial: Aura of menace (Will DC 22), magic circle against evil, protective aura, tongues, electricity and petrification immunity, cold, acid, and fire resistance 20. </p><p></p><p>Possessions: White robe of the archmage, staff of Gandalf the White (+3 quarterstaff; +17 PP adder; acts as rod of empowerment and staff of defense), +5 holy longsword of sundering (“Glamdring”: glows blue when orcs or trolls are within 1000 feet), “Narya” (Elven Ring of Fire: acts as ring of warmth and an amulet of protection from detection and location (this does not negate Magic Awareness checks against the caster’s spells, however, but does grant a +2 bonus to such checks); grants +6 Wisdom and a +3 resistance bonus to saves; can be made visible or invisible by wearer at will; grants its wearer access to any spells of a level he can cast from the Fire clerical domain, and free use of Energy Substitution (fire); grants wearer +1 caster level for all ‘creation,’ ‘good,’ and ‘fire’ spells). </p><p></p><p></p><p>Shadowfax, Meara (based on an awakened heavy warhorse)</p><p>CR 3; SZ Large magical beast; HD 4d10+20; hp 42; Init +2 (Dex); Spd 60 ft; AC 15 (-1 size, +2 Dex, +4 natural); Atk 2 hooves +8 melee (1d6+4), bite +3 melee (1d4+2); Face 5 ft x 10 ft; SQ great endurance, damage reduction 5/+1, darkvision 60 ft., scent; AL NG; SV Fort +9, Ref +6, Will +2; Str 18, Dex 14, Con 20, Int 13, Wis 16, Chr 12. </p><p></p><p>Skills: Animal Empathy +12, Listen +10, Spot +10, Wilderness Lore +10. </p><p></p><p>Feats: Endurance, Run. </p><p></p><p>SQ - Great endurance (Ex): Mearas can travel speedily over great distances without tiring. They may maintain a run (×3) as other races may maintain a walk, and may run (×4) as other races hustle. They may not run (×5, Run feat) for extended periods. If “force marching,” they do not automatically fail the Constitution check as other horses do, and they may in fact make a Fortitude save in place of the standard Constitution check. Finally, unlike normal horses, Mearas suffer only subdual damage from failing forced march checks, as opposed to real damage. </p><p></p><p>SQ - Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent using a Wilderness Lore check. </p><p></p><p>SQ - Skills: Mearas gain a +4 racial bonus to Animal Empathy checks. </p><p></p><p></p><p>Galadriel, female Noldor aristocrat 5 / true caster (Discernment) 15 / epic character 6</p><p>CR 21; SZ Medium-size humanoid; HD 5d8+15 (Ari) +15d4+45; hp 115; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft.; AC 18 (+4 Dex, +4 Inertial Armour); Atk +13/+8/+3 melee (by weapon +2); SA spells; SQ lore, Melian’s blessing, Noldor traits; AL NG; SV Fort +20, Ref +21, Will +37; Str 15, Dex 18, Con 16, Int 23, Wis 26 (32), Chr 24 (28). </p><p></p><p>Skills: Appraise +10, Concentration +26, Craft (loomcraft) +14, Diplomacy +32, Gather Information +11, Handle Animal +13, Heal +12, Knowledge (arcana) +18, Knowledge (nobility) +12, Listen +23, Perform [any 5] +14, Ride +10, Scry +31, Search +18, Sense Motive +34, Spellcraft +29, Spot +36, Wilderness Lore +12. </p><p></p><p>Feats: Arcane Trace, Craft Wondrous Items, Eschew Materials, Extend Spell, Heighten Spell, Hide Magic, Improved Initiative, Inertial Armour, Magic Awareness, Psychic Inquisitor, Psychoanalyst, Quicken Spell, Silent Spell, Still Spell. </p><p></p><p>Spells (303 PP) [at 20th level] [DC 21 + spell level]: 0 – arcane mark, dancing lights, detect magic, guidance, inkling, know direction, light, purify food and drink, quick sober; 1st - charm person or animal, comprehend languages, detect evil, identify, object reading, pass without trace; 2nd - augury, commanding presence, lesser mindlink, locate object, major image; 3rd - arcane sight, daylight, detect thoughts, tongues; 4th - detect scrying, scrying, seal of Hedrada, song of the gods; 5th - analyze dweomer, Isolde’s answer, mindlink, true seeing; 6th - contingency, legend lore, probe thoughts; 7th - greater scrying, limited wish, precognition; 8th - holy aura, hypercognition, screen; 9th - foresight, mass invisibility, wish. </p><p></p><p>SQ - Melian’s blessing (Su): Galadriel uses her Charisma modifier as a bonus to all saves, as a paladin. </p><p></p><p>Possessions: Robe of spell resistance (SR 24), elfstone of Altariel (+17 PP adder; +4 Chr bonus), “Nenya” (Adamant Ring of Water: acts as a minor ring of fire resistance and an amulet of protection from detection and location (this does not negate Magic Awareness checks against the caster’s spells, but does grant a +2 bonus to such checks); grants +6 Wisdom and a +5 resistance bonus to saves; can be made visible or invisible by wearer at will; grants its wearer access to any spells of a level she can cast from the Water clerical domain).</p></blockquote><p></p>
[QUOTE="Red Baron, post: 7628, member: 1050"] Yep, early Third Age, in fallen Rhudaur. Just for fun, yep. Here they are. Keep in mind that Gandalf and Galadriel (and Aragorn) use a modified PP-based magic system I put together using the 3E psionics mechanic. Also, these would be post-war stats from the end of RotK. I'm just dumping this in from a Word file, so the formatting may be a bit buggy. Hobbits: As standard halflings, except as follows: 1) +2 to fear saves becomes +1 to all Will saves (stacks with +1 to all saves). 2) lose +2 to Climb and Jump checks and gain either Great Fortitude, Lightning Reflexes, or Iron Will. 3) lose Halfling as a starting language: Hobbits speak Common. Frodo Baggins, male Hobbit aristocrat 3 / expert 2 CR 3; Small humanoid; HD 3d8+12 (Ari) +2d6+8 (Exp); hp 40; Init +1 (Dex); Spd 20 ft.; AC 18 (+1 size, +1 Dex, +6 chain); Atk +5 melee (1d6+1(+2d6 vs. evil), 17-20/x2 crit, “Sting”), or +6 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +8, Ref +3, Will +11; Str 10, Dex 12, Con 18, Int 14, Wis 17, Chr 16. Skills: Bluff +5, Climb +2, Diplomacy +11, Disguise +4, Hide +23, Intuit Direction +4, Gather Information +5, Knowledge (Shire) +8, Knowledge (geography) +4, Knowledge (history) +5, Listen +11, Move Silently +7, Perform [singing, storytelling] +5, Sense Motive +7, Spot +4, Use Rope +2, Wilderness Lore +6. Feats: Great Fortitude, Multicultural (Elf), Trustworthy. Languages: Common, Sindarin, Quenya (some). Possessions: +2 mithril moderate-fortified chain shirt (no skill penalties, +6 max Dex, 10 lbs.), +1 keen sure striking holy shortsword (“Sting”: glows blue when orcs are within 1000 feet), phial of Galadriel (light at will; 1/day or within 100 feet of evil, becomes daylight; grants protection from evil to bearer), cloak of elvenkind, rope of climbing. Samwise Gamgee, male Hobbit commoner 1 / warrior 3 CR 3; Small humanoid; HD 1d4+2 (Com) +3d8+6 (Ftr); hp 27; Init +1 (Dex); Spd 20 ft.; AC 16 (+1 size, +1 Dex, +4 chain); Atk +6 melee (1d6+2, 19-20/x2 crit, +1 orc-, troll-, and undead-bane shortsword), or +6 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +6, Ref +3, Will +8; Str 12, Dex 12, Con 15, Int 10, Wis 16, Chr 12. Skills: Climb +3, Craft (ropemaking) +1, Handle Animal +2, Hide +16, Knowledge (Shire) +1, Listen +5, Move Silently +3, Perform [rhyme-song] +2, Profession (gardener) +7, Spot +3, Use Rope +2, Wilderness Lore +4. Feats: Endurance, Iron Will, Skill Focus (gardening). Languages: Common. Possessions: Masterwork chain shirt, +1 orc-, troll-, and undead-bane shortsword (ignores damage resistance of undead; from Barrow-downs), cloak of elvenkind, rope of climbing. *Note: I have given both Merry and Pippin a +1 enhancement bonus to Str for the effects of ent-draught. Meriodac Brandybuck, male Hobbit aristocrat 1 / rogue 1 / fighter 4 CR 4; Small humanoid; HD 1d8+2 (Ari) +1d6+2 (Rog) +4d10+8 (Ftr); hp 41; Init +2 (Dex); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +4 chain, +1 shield); Atk +9 melee (1d6+4, 19-20/x2 crit, MW shortsword), or +6 ranged (anything hurled); SA sneak attack +1d6; SQ hobbit traits; AL CG; SV Fort +7, Ref +8, Will +5; Str 14, Dex 15, Con 13 (15), Int 11, Wis 10, Chr 13. Skills: Bluff +5, Climb +4, Diplomacy +3, Hide +20, Gather Information +2, Knowledge (Shire) +2, Knowledge (warfare) +4, Listen +6, Move Silently +6, Perform [singing] +2, Ride +5, Sense Motive +2, Spot +2, Wilderness Lore +2. Feats: Alertness, Endurance, Expert Tactician, Lightning Reflexes, Hamstring, Weapon Focus (shortsword), Weapon Specialization (shortsword). Languages: Common, Rohirrim. Possessions: Masterwork chain shirt, small steel shield, masterwork shortsword, cloak of elvenkind, +2 belt of health, silver horn of calling. Peregrin Took, male Hobbit aristocrat 1 / fighter 4 CR 4; Small humanoid; HD 1d8+3 (Ari) +4d10+12 (Ftr); hp 44; Init +2 (Dex); Spd 20 ft.; AC 18 (+1 size, +2 Dex, +4 chain, +1 shield); Atk +9 melee (1d6+5, 19-20/x2 crit, +1 orc-, troll-, and undead-bane shortsword), or +8 ranged (anything hurled); SQ hobbit traits; AL LG; SV Fort +10, Ref +4, Will +5; Str 15, Dex 14, Con 15 (17), Int 11, Wis 11, Chr 13. Skills: Bluff +7, Diplomacy +3, Hide +15, Intimidate +2, Gather Information +2, Knowledge (Shire) +2, Knowledge (warfare) +3, Listen +3, Move Silently +4, Perform [dancing, singing] +3, Ride +3, Spot +4, Wilderness Lore +1. Feats: Athletic, Great Fortitude, Persuasive, Power Attack, Weapon Focus (shortsword), Weapon Specialization (shortsword). Languages: Common. Possessions: Masterwork chain shirt, small masterwork steel shield, +1 orc-, troll-, and undead-bane shortsword (ignores damage resistance of undead; from Barrow-downs), cloak of elvenkind, +2 belt of health. *Note: I have used ColonelHardisson’s version of the Sindar. However, since Legolas grew up among the sylvan elves of the Greenwood (and not the Sindar of the Grey Havens or, like his father, Beleriand), I kept the Wilderness Lore rather than the shipbuilding bonus for him. I have also used my own slightly modified version of the ranger class. Finally, I have switched Balance instead of Swim for a fighter class skill and given him Knowledge (history) as a class skill due to his longevity. Legolas, male Sindar ranger 1 / fighter 4 / Order of the Bow initiate 5 CR 10; SZ Medium-size humanoid; HD 1d10+1 (Rgr) +4d10+4 (Ftr) +5d10+4 (OBI); hp 64; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30 ft.; AC 19 (+5 Dex, +4 chain, +1 greaves); Atk +12/+7 melee (1d6+1, x2 crit, MW longknife), +20/+15 or +18/+18/+13 ranged (1d8+6 (+2d6 vs. evil), x3 crit, 220 ft., Bow of the Golden Wood); SA favoured enemy +1 (orcs), ranged sneak attack +3d6, close combat shot; SQ point blank shot, superior weapon focus, low-light vision, Sindar traits; AL NG; SV Fort +8, Ref +10, Will +6; Str 12, Dex 20, Con 13, Int 14, Wis 12, Chr 13. Skills: Animal Empathy +5, Balance +9, Climb +4, Craft (bowmaking) +7, Diplomacy +2, Handle Animal +4, Hide +16, Knowledge (history) +3, Knowledge (nobility) +2, Knowledge (religion) +3, Listen +7, Move Silently +6, Perform (singing) +3, Ride +8, Search +4, Spot +16, Swim +4, Wilderness Lore +7. Feats: Expertise (usable with close combat shot), Improved Initiative, Precise Shot, Rapid Shot, Sharp-Shooting, Track, Weapon Focus (composite longbow), Weapon Specialization (composite longbow). Languages: Westron, Sindarin, Quenya, Orc. Possessions: Chain shirt, steel bracers and greaves (negate crits 10%), Bow of the Golden Wood (+3 holy mighty (any Str) composite longbow of distance), quiver and 20 arrows, masterwork longknife (as shortsword), cloak of elvenkind. Gimli, male dwarf fighter 9 CR 9; SZ Medium-size humanoid; HD 9d10+27; hp 79; Init +1 (Dex); Spd 20 ft.; AC 19 (+1 Dex, +7 chain, +1 helm), AC 19 with shield; Atk +15/+10 melee (1d10+7, x3 crit, MW dwarven waraxe) or +15/+10 melee (1d10+6, x3 crit, MW dwarven waraxe (with shield)); SQ dwarf traits; AL LG; SV Fort +9, Ref +4, Will +3; Str 16, Dex 12, Con 17, Int 11, Wis 10, Chr 12. Skills: Climb +5, Craft (smithing) +4, Diplomacy +2, Hide +11, Intimidate +6, Jump +5, Knowledge (history) +1, Perform (singing) +2, Profession (miner) +4. Feats: Battle Shout, Cleave, Great Cleave, Exotic Weapon (dwarven waraxe), Power Attack, Power Lunge, Weapon Focus (dwarven waraxe), Weapon Mastery (dwarven waraxe), Weapon Specialization (dwarven waraxe). Languages: Westron, Khazad (and Cirth). Possessions: +3 chain shirt, masterwork pot helm (negates crits 5%), small steel shield, masterwork dwarven waraxe, cloak of elvenkind. *Note: I have used my own slightly modified version of the ranger class. Aragorn II, King Elessar, male Dunedain expert 4 / ranger 14 CR 15; SZ Medium-size humanoid; HD 4d6+20 (Exp) +14d10+70 (Rgr); hp 180; Init +3 (Dex); Spd 30 ft.; AC 20 (+3 Dex, +4 chain, +1 greaves, +2 star of Elendil); Atk +23/+18/+13/+8 melee (1d8+5 (+2d6 vs. evil), 17-20/x3 crit, Anduril), or +20/+15/+10/+5 ranged; SA favoured enemies (orc +1, giant +1, undead +1), spells; SQ alertness, endurance, favoured terrain (hills +1, forest +1, plains +1), uncanny dodge (always gets Dex bonus to AC), skill mastery (Heal, Listen, Ride, Search, Spot, Wilderness Lore), half-elf traits (except low-light vision); AL LG; SV Fort +17, Ref +8, Will +14; Str 14, Dex 16, Con 20, Int 14 (16), Wis 16 (18), Chr 15 (19). Skills: Animal Empathy +7, Appraise +5, Climb +5, Concentration +13, Craft (trapmaking) +5, Diplomacy +10, Disguise +8, Gather Information +8, Handle Animal +8, Heal +14, Hide +20, Innuendo +5, Intuit Direction +7, Jump +7, Knowledge (the Enemy) +12, Knowledge (history) +10, Knowledge (geography) +10, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (warfare) +10, Listen +21, Move Silently +14, Perform [ballad, ode, singing, storytelling] +10, Profession (herbalist) +10, Ride +9, Scry +5, Search +9, Sense Motive +10, Spot +14, Wilderness Lore +21. Feats: Iron Will, Great Fortitude, Improved Critical (longsword), Mounted Combat, Power Attack, Slow Metabolism, Suppress Needs, Track, Weapon Focus (longsword). Languages: Westron, Edain, Sindarin, Quenya, Eldarin, Rohirric, Dunael, Easterling, Haradrim, Black Speech, Orc. Ranger spells (47 PP): 0 - cure minor wounds, detect poison, know direction; 1st – alarm, cure light wounds, detect animals or plants; 2nd - circle of sounds, hunter’s stalk, limbs of endurance; 3rd - cat’s grace, danger sense, delay poison; 4th - cure serious wounds, freedom of movement. Possessions: Chain shirt (20% arcane spell failure), leather bracers and greaves (+5% arcane spell failure),“Anduril” (also called Narsil; +3 holy longsword, grants wielder +2 resistance bonus to saves while held), star of Elendil (+2 Int and Wis; +2 deflection bonus to AC; +2 morale bonus to Chr-based checks; can be made visible or invisible by wearer at will), ring of Barahir (+4 bonus to Chr-based checks among Numenorean and elven peoples), cloak of elvenkind, scabbard of Lorien (blade sheathed in it cannot be broken for 24 hours after drawn), elfstone of Galadriel (+4 enhancement bonus to Charisma), palantir of Orthanc (as crystal ball with detect thoughts and telepathy), sceptre of Annuminas (as rod of rulership). Note: The Istari I have converted as celestials in noble human form; their base CR (without additional spellcaster levels) is about 15, I'd say. They get the lore ability like loremasters (as bardic knowledge), using (total HD + Int mod) for the check, and the monk-like ability to use their Wisdom bonus for AC, due to their link to the divine and the preternatural awareness that entails. They can also turn undead as 12th-level clerics. An Istari's "holy symbol" is his staff, and it functions as his focus or divine focus for all spells that require foci, regardless of the class whence the spell is derived. Istari get many of the standard celestial qualities, but not all, as described below, and cast spells as a 14th-level spellcaster (Gandalf’s primary discipline is Lore; he also uses Accession, Brilliance, Songs of Making, Weather Mastery, and of course Wizardry, and gains access also to Girding and Warding through his spell dilettante ability). As far as I can tell, all of the effects Gandalf actually produces in LotR can be emulated by the spells and abilities here. For instance, in Fangorn when Aragorn, Gimli, and Legolas first encounter him, he casts what is apparently a hold person on the elf and the dwarf: his knowing stare ability can account for that (because Aragorn's Will save is pretty high, he isn't affected...). Shortly thereafter, uses his magic openly to render their weapons useless: "The old man was too quick for [Gimli]. He sprang to his feet and leaped to the top of a large rock. There he stood, grown suddenly tall, towering above them. His hood and grey rags were flung away. His white garments shone. He lifted up his staff, and Gimli's axe leaped from his grasp and fell ringing on the ground. The sword of Aragorn, stiff in his motionless hand, blazed with a sudden fire. Legolas gave a great shout and shot an arrow high into the air: it vanished in a flash of flame." (516) Now, here's my interpretation of this scene, D&D style (Note: I have rule-0'ed the limit to the max number of power points a caster can pour into any one spell in my game -- if he wants to burn the energy, he's free to: he'll likely be caught by someone's Magic Awareness, though): Round One: Gandalf has refocused while the others were held, now coming in with an initiative of 28 (Legolas has a 17, Gimli a 14, and Aragorn a 10). He already has a Hidden haste spell active, expecting a poor reception (which is why he "quickened his pace and came with surprising speed" toward them just moments before). But this round he takes a readied action to leap up (using a Quickened, Hidden, Still, Silent jump spell as a free action) onto the top of the nearby boulder if anyone acts threateningly toward him, and then, using the extra action from the haste, to cast a Still, Silent, Hidden righteous might (accounting for the size increase). Legolas has also taken a readied action, waiting for the Wizard to take a threatening action against them. As soon as Gimli moves (on 14), Gandalf's readied action triggers, but, since the Wizard's action is not "threatening," Legolas' action doesn't trigger. Aragorn, on his turn, takes the refocus action, still waiting to see what will happen (his new initiative will be 23). Round Two: Once again Gandalf acts just before Gimli on 14, and both Aragorn and Legolas take readied actions to attack Gandalf only if he starts to cast a spell. However, Gandalf's next spell is Silent and Still, and thus their actions once again do not trigger: the spell is a Hidden, Heightened (Gandalf knows how strong Aragorn's will is...), Twinned hold person targeting the dwarf and the ranger. As a free action, for effect, he then casts a Quickened, Hidden minor image of flames on Aragorn's sword. Then, as a second free action associated with the haste, he reveals his face openly to Legolas. As his second standard action (from the haste), Gandalf casts a Fire Substituted shatter on Legolas' arrow. The elf, realizing just in time with a successful Spot check who the Wizard is, is allowed by the "DM" to make a Reflex save to avoid triggering his readied action, and instead manages to fire his knocked arrow into the air for joy, where it shatters in a flash of flame. Round Three: Everybody's happy, even though Gandalf has used up 108 (I think) power points and likely alerted every blooded spellcaster in a 50 mile radius (more or less, depending on the rules you use). Gandalf the White, male Istari eldritch master 8 / epic character 4 CR 25; SZ Medium-size outsider (good, lawful); HD 12d8+36 (Istari) +8d4+24 (Eld); hp 136; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft; AC 29 (+4 Dex, +10 Wis, +5 robe); Atk +26/+21/+16/+11 melee (1d8+10 (+2d6 vs. evil), 19-20/x2 crit, Glamdring), or +24/+19/+14/+9 melee (1d6+10, staff of Gandalf the White); SA knowing stare, spell-like abilities, spells; SQ lore (+2), turn undead (12th level), damage reduction 20/+4, SR 30, celestial qualities; AL LG; SV Fort +17, Ref +18, Will +28; Str 20, Dex 18, Con 17, Int 20, Wis 25 (31), Chr 20. Skills: Animal Empathy +11, Appraise +10, Concentration +26, Craft (woodworking) +7, Diplomacy +16, Gather Information +6, Heal +16, Intimidate +17, Knowledge (arcana) +28, Knowledge (the Enemy) +20, Knowledge (nobility) +10, Knowledge (warfare) +10, Listen +25, Ride +6, Scry +27, Search +7, Sense Motive +33, Spellcraft +28, Spot +25, Wilderness Lore +11. Feats: Arcane Trace, Craft Magic Arms and Armour, Craft Staff, Divine Cleansing, Divine Resistance, Enlarge Spell, Eschew Materials, Heighten Spell, Hide Magic, Improved Initiative, Inscribe Rune, Magic Awareness, Quicken Spell, Sacred Spell, Silent Spell, Still Spell, Subdual Substitution (fire), Twin Spell. SA - Knowing stare (Su): 1/day - Gandalf can invoke a 30-foot gaze attack (a semi-circular emanation) that holds all living creatures in the area. Those affected must make a Will saving throw (DC 19) or be held for 8 rounds. SA - Spell-like abilities: At will – aid, comprehend languages, detect evil, detect magic, detect thoughts, discern lies, light, remove fear, see invisibility; 3/day - break enchantment, holy word; 1/day - true seeing. SA - True spells (Sp): 1/day - command, hold person, read magic (as 22nd-level sorcerer). Spells (398 PP) [at 22nd level]: 0 – detect poison, enumerate, guidance, inkling, mending, flare, know direction, read magic, resistance; 1st - charm person or animal, command, detect secret doors, feather fall, flash, identify, jump, know location, mnemonic device, object reading, power word - notice, Salamar’s quiet contemplation, sanctuary, silent image, trigger rune; 2nd - arcane lock, arcane sight, augury, dead man’s eyes, hold person, indifference, perfect recollection, personal reading, renewed focus, shatter, undetectable alignment, whispering wind; 3rd - improved identify, commanding presence, daylight, dispel magic, healthful slumber, illusory script, mind over matter, major image, suggestion, tongues; 4th - arcane eye, analyze dweomer, cloak of righteousness, divination, haste, seal of Hedrada, searing light, Terole’s translator; 5th - greater command, legend lore, lightning bolt, righteous might, telethaumaturgy; 6th - forbiddance, precognition; 7th - find the path; 8th - hypercognition; 9th - foresight. SQ - Celestial: Aura of menace (Will DC 22), magic circle against evil, protective aura, tongues, electricity and petrification immunity, cold, acid, and fire resistance 20. Possessions: White robe of the archmage, staff of Gandalf the White (+3 quarterstaff; +17 PP adder; acts as rod of empowerment and staff of defense), +5 holy longsword of sundering (“Glamdring”: glows blue when orcs or trolls are within 1000 feet), “Narya” (Elven Ring of Fire: acts as ring of warmth and an amulet of protection from detection and location (this does not negate Magic Awareness checks against the caster’s spells, however, but does grant a +2 bonus to such checks); grants +6 Wisdom and a +3 resistance bonus to saves; can be made visible or invisible by wearer at will; grants its wearer access to any spells of a level he can cast from the Fire clerical domain, and free use of Energy Substitution (fire); grants wearer +1 caster level for all ‘creation,’ ‘good,’ and ‘fire’ spells). Shadowfax, Meara (based on an awakened heavy warhorse) CR 3; SZ Large magical beast; HD 4d10+20; hp 42; Init +2 (Dex); Spd 60 ft; AC 15 (-1 size, +2 Dex, +4 natural); Atk 2 hooves +8 melee (1d6+4), bite +3 melee (1d4+2); Face 5 ft x 10 ft; SQ great endurance, damage reduction 5/+1, darkvision 60 ft., scent; AL NG; SV Fort +9, Ref +6, Will +2; Str 18, Dex 14, Con 20, Int 13, Wis 16, Chr 12. Skills: Animal Empathy +12, Listen +10, Spot +10, Wilderness Lore +10. Feats: Endurance, Run. SQ - Great endurance (Ex): Mearas can travel speedily over great distances without tiring. They may maintain a run (×3) as other races may maintain a walk, and may run (×4) as other races hustle. They may not run (×5, Run feat) for extended periods. If “force marching,” they do not automatically fail the Constitution check as other horses do, and they may in fact make a Fortitude save in place of the standard Constitution check. Finally, unlike normal horses, Mearas suffer only subdual damage from failing forced march checks, as opposed to real damage. SQ - Scent (Ex): Detects opponents by scent within 30 feet — 60 feet if opponent is upwind, and 15 feet if downwind (double these ranges if odour is strong; triple if overpowering). May track by scent using a Wilderness Lore check. SQ - Skills: Mearas gain a +4 racial bonus to Animal Empathy checks. Galadriel, female Noldor aristocrat 5 / true caster (Discernment) 15 / epic character 6 CR 21; SZ Medium-size humanoid; HD 5d8+15 (Ari) +15d4+45; hp 115; Init +8 (+4 Dex, +4 Imp Init); Spd 30 ft.; AC 18 (+4 Dex, +4 Inertial Armour); Atk +13/+8/+3 melee (by weapon +2); SA spells; SQ lore, Melian’s blessing, Noldor traits; AL NG; SV Fort +20, Ref +21, Will +37; Str 15, Dex 18, Con 16, Int 23, Wis 26 (32), Chr 24 (28). Skills: Appraise +10, Concentration +26, Craft (loomcraft) +14, Diplomacy +32, Gather Information +11, Handle Animal +13, Heal +12, Knowledge (arcana) +18, Knowledge (nobility) +12, Listen +23, Perform [any 5] +14, Ride +10, Scry +31, Search +18, Sense Motive +34, Spellcraft +29, Spot +36, Wilderness Lore +12. Feats: Arcane Trace, Craft Wondrous Items, Eschew Materials, Extend Spell, Heighten Spell, Hide Magic, Improved Initiative, Inertial Armour, Magic Awareness, Psychic Inquisitor, Psychoanalyst, Quicken Spell, Silent Spell, Still Spell. Spells (303 PP) [at 20th level] [DC 21 + spell level]: 0 – arcane mark, dancing lights, detect magic, guidance, inkling, know direction, light, purify food and drink, quick sober; 1st - charm person or animal, comprehend languages, detect evil, identify, object reading, pass without trace; 2nd - augury, commanding presence, lesser mindlink, locate object, major image; 3rd - arcane sight, daylight, detect thoughts, tongues; 4th - detect scrying, scrying, seal of Hedrada, song of the gods; 5th - analyze dweomer, Isolde’s answer, mindlink, true seeing; 6th - contingency, legend lore, probe thoughts; 7th - greater scrying, limited wish, precognition; 8th - holy aura, hypercognition, screen; 9th - foresight, mass invisibility, wish. SQ - Melian’s blessing (Su): Galadriel uses her Charisma modifier as a bonus to all saves, as a paladin. Possessions: Robe of spell resistance (SR 24), elfstone of Altariel (+17 PP adder; +4 Chr bonus), “Nenya” (Adamant Ring of Water: acts as a minor ring of fire resistance and an amulet of protection from detection and location (this does not negate Magic Awareness checks against the caster’s spells, but does grant a +2 bonus to such checks); grants +6 Wisdom and a +5 resistance bonus to saves; can be made visible or invisible by wearer at will; grants its wearer access to any spells of a level she can cast from the Water clerical domain). [/QUOTE]
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