Tzeentch
First Post
-- I'm working on a d20 adaptation of Middle Earth, based heavily on the excellent work of the Decipher and ICE RPGs. I'm leaning more towards ICE at the moment, since they have considerably more information (albeit much of it as noncanonical "Kuduk Lore").
-- First up are the races, pretty much none of the D&D races are identical to their Tolkien counterparts, so each one gets a ground-up rebuild. Most of the abilities are based from direct quotes in the books, but I couldn't immediately find references to some of the stuff mentioned by ICE (notably, the northern "half-dwarves" and high elemental resistance) or Decipher (their special bonus with firemaking).
-- I could have sworn they have an innate resistance to fire (at least, based on some text in the Silmarillion where they face off against Glaurung) but can't find an immediate reference (it's not noted in the Decipher version either).
-- Note that I intentionally deleted most of the D&D dwarf abilities as either not compatible with Middle Earth or unsupported in the canon.
TOLKIEN DWARF RACIAL TRAITS
* +2 Strength, +2 Constitution, -2 Charisma. Dwarves are exceptionally strong and hale, but prone to be secretive and dour in their dealings with others.
* Medium. As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Dwarf base land speed is 20 feet.
* Dwarves receive Iron Will as a bonus feat.
* Appraise and Craft are always class skills for dwarves. While not every dwarf takes up a craft, those that do find they have a natural talent for it.
* Dwarves are immune to all spells with the Mind-Affecting description, as well as spell-like or supernatural abilities that duplicate their effects. Their unusual origin makes dwarven thoughts alien and strange. They are not susceptable to domination of the mind and spirit through sorcery and other foul craft.
Favored Class: Craftsman. A multiclass dwarf’s craftsman class does not count when determining whether he takes an experience point penalty for multiclassing. Aulë imbued dwarves with a fondness for crafts and things of the earth.
--Comments or suggestions?
-- First up are the races, pretty much none of the D&D races are identical to their Tolkien counterparts, so each one gets a ground-up rebuild. Most of the abilities are based from direct quotes in the books, but I couldn't immediately find references to some of the stuff mentioned by ICE (notably, the northern "half-dwarves" and high elemental resistance) or Decipher (their special bonus with firemaking).
-- I could have sworn they have an innate resistance to fire (at least, based on some text in the Silmarillion where they face off against Glaurung) but can't find an immediate reference (it's not noted in the Decipher version either).
-- Note that I intentionally deleted most of the D&D dwarf abilities as either not compatible with Middle Earth or unsupported in the canon.
TOLKIEN DWARF RACIAL TRAITS
* +2 Strength, +2 Constitution, -2 Charisma. Dwarves are exceptionally strong and hale, but prone to be secretive and dour in their dealings with others.
* Medium. As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Dwarf base land speed is 20 feet.
* Dwarves receive Iron Will as a bonus feat.
* Appraise and Craft are always class skills for dwarves. While not every dwarf takes up a craft, those that do find they have a natural talent for it.
* Dwarves are immune to all spells with the Mind-Affecting description, as well as spell-like or supernatural abilities that duplicate their effects. Their unusual origin makes dwarven thoughts alien and strange. They are not susceptable to domination of the mind and spirit through sorcery and other foul craft.
Favored Class: Craftsman. A multiclass dwarf’s craftsman class does not count when determining whether he takes an experience point penalty for multiclassing. Aulë imbued dwarves with a fondness for crafts and things of the earth.
--Comments or suggestions?