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    MIDDLE-EARTH D20CHARACTERCREATIONRULESTo create characters for this campaign, players

    will use 25 points to purchase abilities according to

    the Purchase rules on pages 15-16. Then, charactercreation proceeds as described in the PathfinderRoleplaying Game Core Rulebook, using the followingrules modifications. Character advancement occursusing the fast rate (p. 30).

    Races

    Dwarves as normal Dwarves, modified asfollows:o Replace Darkvision with Low-Light Vision.o Languages: Khuzdul and Westron.o Typical Character Classes: Mostly Fighters, but a

    lot of Experts Smiths.

    Elves, Wood as normal Elves, modified asfollows:o Replace ability score modifications with +2

    Dexterity, +2 Intelligence.o +2 racial bonus on any Perform (Sing) checks.o +2 racial bonus on Survival (Tracking) checks.o +2 racial bonus to resist fire or heat.o +2 racial bonus against poison.o Immune to aging: Wood Elves are immortal

    unless killed.o Immune to natural cold.o Immune to disease, mundane or magical.o Immune to scarring.o Movement unimpeded by snow or wooded

    terrain.o Immune to any fear effects caused by undead.o Cannot be turned into undead.o Can communicate silently by direct thought with

    other Elves, those with Elven blood, Maiar andValar [Range: 25 ft. + 5 ft./2 levels]. Further, theymay forge a permanent bond with a willingtarget (maximum number of forged bonds is1/level). Once the bond is formed, thiscommunication works over any distance.

    o Language: Silvan, Sindarin and Westron.o Typical Character Classes: Fighters, Rangers,

    Rogues.o ECL+1. Effective Character Level (ECL) is a racial

    modifier applied to the character's displayed level

    and is used to determine the actual amount ofXPs needed to advance to the next level. For

    example, a level 3 Wood Elf character has an ECLof 4 (character level of 3 plus an ECL modifier of

    1). The character needs 15,000 XPs to reach 4thlevel instead of the normal 9,000 XPs needed.

    Elves, Sindar as normal Elves, modified asfollows:o Replace ability score modifications with +2

    Dexterity, +2 Intelligence, +2 Wisdom, +2Charisma.

    o +2 racial bonus on Craft (Shipwright) checks.o +4 racial bonus on any Perform (Sing) checks.o +2 racial bonus to Profession (Sailor) checks.o +2 racial bonus to resist fire or heat.o +2 racial bonus against poison.o Immune to aging: Sindar Elves are immortal

    unless killed.o Immune to natural cold.o Immune to disease, mundane or magical.o Immune to scarring.o Movement unimpeded by snow or wooded

    terrain.o Immune to any fear effects caused by undead.o Cannot be turned into undead.o

    Can communicate silently by direct thought withother Elves, those with Elven blood, Maiar andValar [Range: 25 ft. + 5 ft./2 levels]. Further, theymay forge a permanent bond with a willingtarget (maximum number of forged bonds is1/level). Once the bond is formed, thiscommunication works over any distance.

    o Languages: Silvan, Sindarin, Quenya andWestron.

    o Typical Character Classes: Any. They seem to bethe Elf race that is the most versatile in terms of

    profession. They are accounted the best singersin Middle-earth, so there could be more Bardsamong them than is normal for the other races.

    o ECL+2. Effective Character Level (ECL) is a racialmodifier applied to the character's displayed leveland is used to determine the actual amount ofXPs needed to advance to the next level. Forexample, a level 3 Sindar Elf character has anECL of 5 (character level of 3 plus an ECLmodifier of 2). The character needs 23,000 XPs toreach 4th level instead of the normal 9,000 XPsneeded.

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    Elves, Noldor as normal Elves, modified asfollows:o Replace ability score modifications with +2

    Strength, +2 Dexterity, +2 Constitution, +2Intelligence, +2 Wisdom, +4 Charisma.

    o +4 racial bonus on any Craft skill of the player'schoice it should be noted that Noldor werelegendary for their work with precious metalsand jewelry.

    o +2 racial bonus on any Perform (Sing) checks.o +2 racial bonus to resist fire or heat.o +2 racial bonus against poison.o Immune to aging: Noldor Elves are immortal

    unless killed.o Immune to natural cold.o Immune to disease, mundane or magical.o Immune to scarring.o Movement unimpeded by snow or wooded

    terrain.o Immune to any fear effects caused by undead.o Cannot be turned into undead.o Can communicate silently by direct thought with

    other Elves, those with Elven blood, Maiar andValar [Range: 25 ft. + 5 ft./2 levels]. Further, theymay forge a permanent bond with a willingtarget (maximum number of forged bonds is1/level). Once the bond is formed, this

    communication works over any distance.o Noldor Elves glow with a faint luminescence.o Languages: Silvan, Sindarin, Quenya, and

    Westron.o Typical Character Classes: Any, but lots of

    Experts among them Smiths and Artificers.They don't seem inclined to a life of crime or"troubleshooting" therefore, Rogue would be arare class for them.

    o ECL+3. Effective Character Level (ECL) is a racialmodifier applied to the character's displayed level

    and is used to determine the actual amount ofXPs needed to advance to the next level. Forexample: a level 3 Noldor Elf character has anECL of 6 (character level of 3 plus an ECLmodifier of 3). The character needs 35,000 XPs toreach 4th level instead of the normal 9,000 XPsneeded.

    Gnomes as they do not exist in Middle-earth, thisrace is prohibited.

    Half-Elves as normal Half-Elves, but only withGM approval (as they are extremely rare in Middle-earth).

    Half-Orcs as normal Half-Orcs, but only with GM

    approval.

    Hobbits as normal Halflings, modified as follows:o Replace the +2 vs. Fear saves with +2 on Will

    saves.o Thrown Weapons and the Sling are deadly in the

    hands of a Hobbit treat damage from their useas if wielded by a Large creature.

    o Language: Westron.o Typical Character Classes: Probably start out as

    an NPC class, particularly Commoner and

    Aristocrat. Spellcasters are virtually nonexistentamongst them.

    Humans (Beornings) as normal Humans,modified as follows:o The ruling class of the Beornings is 90% likely to

    be werebears.o Languages: Waildyth and Westron.o Typical Character Classes: Barbarian.Humans (Dnedain/Nmenreans) as normal

    Half-Elves, modified as follows:o No Low-Light Vision; in exchange, they get the

    extra 1st level Feat and extra Skill Points availableto normal Humans.

    o Languages: Sindarin, Quenya, and Westron.o Typical Character Classes: Any. Since they

    generally make up the ruling class wherever theylive, disreputable and/or "common" classes likeRogue, Adept, Commoner, and Warrior wouldbe rare. Black Nmenreans are much likeDnedain, but Wizards and Sorcerers would be

    more common, and Clerics would be a goodchoice for an evil Nmenrean dabbling innecromancy they still fear death and wish tofind a way to avoid it. Probably few Druids,Rangers, Adepts, and Commoners, because theyseem too urban and effete to take or belong tosuch classes.

    Humans (Easterlings, Dunlendings, Gondorians,Haradrim, etc.) as normal Humans, modified asfollows.o Languages: An appropriate Mannish language

    (for their native area) and Westron.

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    Humans (Rohirrim) as normal Humans, modifiedas follows:o Free Mounted Combat Feat.o +2 racial bonus on Ride checks, this skill is

    always considered a class skill for them.o Languages: Rohirric and Westron.o Typical Character Classes: Fighter, Ranger,

    Rogue, or most NPC classes (i.e., Adept,Commoner, Expert, or Warrior). Rohirrim,although they have nobles, don't have a cultureas likely to produce characters that fit theAristocrat class.

    Humans (Woses) as normal Humans, modified asfollows:o Woses are extremely primitive, and use no armor

    or metal weapons.o +2 racial bonus on Survival (Tracking) checks,

    and this skill is always considered a class skill forthem.

    o Languages: Pkael and Westron.o Typical Character Classes: Barbarian and Ranger.

    Character Classes

    o Barbarians Barbarians are found in the wilder,untamed places in Middle-earth and are createdas written in the Pathfinder Roleplaying Game CoreRulebook.

    o Bards Bards are pretty common, especially atlow levels; this fits the musical nature of Middle-earth. The class, as written in the PathfinderRoleplaying Game Core Rulebook, is available onlyto Valar, Maiar, Elves, or those with the blood ofthose races in their heritage, including theexceedingly rare Half-Elves and theDnedain/Nmenreans (who have traces of

    both Maia and Elf in their bloodlines). For a non-spell casting variant, instead create a Rogue withskill in Perform.

    o Clerics Clerics are found in Middle-earth Elrond is quite evidently a cleric. However, thesekinds of spellcasters seem to keep a low profile,and wouldn't think of themselves as priests ordisciples of a deity instead, think of them as"healers" or "white wizards." The class isavailable only to Valar, Maiar, Elves, or thosewith the blood of those races in their heritage,

    including the exceedingly rare Half-Elves and

    the Dnedain/Nmenreans (who have traces ofboth Maia and Elf in their bloodlines).

    o Druids Druids are present Radagast theBrown is evidently a Druid. However, thesekinds of spellcasters seem to keep a low profile,

    and wouldn't think of themselves as priests ordisciples of a deity instead, think of them as"healers" or "white wizards." The class isavailable only to Valar, Maiar, Elves, or thosewith the blood of those races in their heritage,including the exceedingly rare Half-Elves andthe Dnedain/Nmenreans (who have traces ofboth Maia and Elf in their bloodlines).

    o Fighters Fighters are found everywhere inMiddle-earth and are created as written in thePathfinder Roleplaying Game Core Rulebook.

    o Monks Monks are prohibited as a CharacterClass!

    o Paladins Paladins are found amongst theNoldor Elves and in Gondor. Dol Amroth inparticular seems a good home for Paladins. Assuch, this class is limited to those of Valar, Maiar,Elven, Half-Elven, or Dnedain/Nmenrean(who have traces of both Maia and Elf in theirbloodlines) descent.

    o Rangers Rangers are found anywhere inMiddle-earth from the Dnedain of forgotten

    Rhudaur to Orcs in the Grey Mountains toFaramir's patrol area in Ithilien. Only Elves, Half-Elves, or those of Dnedain/Nmenreandescent may use the Ranger as written in thePathfinder Roleplaying Game Core Rulebook. Allother races must use the variant, Spell-lessRanger (see the Middle-earth d20 Variant Classessection below).

    o Rogues Rogues are found everywhere inMiddle-earth and are created as written in thePathfinder Roleplaying Game Core Rulebook

    oSorcerers Sorcerers are more common thanWizards, and do not have dragons as ancestors.Instead, the Sorcerer class in Middle-earth iscomprised of individuals who are Valar, Maiar,Elves, or those with the blood of those races intheir heritage, including the exceedingly rareHalf-Elves and the Nmenreans/Dnedain(who have traces of both Maia and Elf in theirbloodlines). Disallowed bloodlines includeAberrant, Abyssal, Draconic, Elemental, Infernal,and Undead.

    o Wizards Wizards are incredibly rare in Middle-earth, but can be found (Diviner and Illusionist

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    specialists being the most common).Necromancer specialists would always be evil;the Nmenreans prior to the destruction ofNumenor produced a number of Necromancers,and it can be surmised that the Black

    Nmenreans from Umbar favor this class. Theclass is available only to Valar, Maiar, Elves, orthose with the blood of those races in theirheritage, including the exceedingly rare Half-Elves and the Dnedain/Nmenreans (whohave traces of both Maia and Elf in theirbloodlines).

    o Adepts Adepts are are the most commonspellcaster in Middle-earth and are much like thedivine casters low profile and more of avillage wise person than a typical spellcaster. In

    addition, this is only spellcaster class available tothose who are not of Valar, Maiar, Elven(including those with the blood of those races intheir heritage which includes Half-Elves andDnedain/Nmenreans) bloodlines.

    o Aristocrats Aristocrats can be found mostcommonly amongst Hobbits and Nmenreans.The Haradrim and Easterlings may very wellhave an Aristocratic social class. The Elves alsohave Aristocrats, as do the Dwarves, but theydon't seem as likely to adventure adventurers

    from these races would be of the PC classes.Black Nmenreans are very likely to beAristocrats, since they are the ruling class ofUmbar, with a general populace of Haradrimand mixed Haradrim/Nmenreans.

    o Mandatory Multiclassing All spellcastersmust alternate each level between a spellcastingclass and either a non-spellcasting class, one withsecondary spellcasting abilities (Bard, Paladin,Ranger), or one that uses a magic type (Arcane orDivine) opposite to that used by the primary

    spellcasting class (that is, Divine spellcasters maymulticlass into an Arcane spellcasting class, andvice-versa). This requirement limits high-levelspells to characters of very high levels. It alsolimits the number of beings capable of creatingmagical items.

    Languages

    o Adnaic Spoken in Numenor during theSecond Age. Now spoken by the Black

    Nmenreans and the Corsairs of Umbar. It isthe source of the many dialects known as

    Westron and is spoken in Umbar, Tharbad,Gondor, and points in between.

    o Apysaic Spoken by the Southern Haradrim(Humans that dwell in the great arid and semi-arid lands south of Harandor and Mordor).

    o Atliduk Spoken by the Beornings (Humans,largest of the Northmen).

    o Black Speech Spoken by Uruk-Hai Orcs, Olog-Hai trolls, and by Sauron (and may have beeninvented by him).

    o Dunael Spoken by the Dunlendings (Humansthat live in the hills and highlands west of theAnduin valley). Written Dunael is rare, for apremium is placed on oration and theperforming arts.

    o Haradaic Spoken by the Northern Haradrim(Humans that dwell in the great arid and semi-arid lands south of Harandor and Mordor).

    o Khuzdul (Dwarvish) A private language, notthought to be known by anyone other thanDwarves, except for Gandalf, and amazinglyenough, Galadriel.

    o Labba Spoken by the Lossoth (Humandwellers of the Far North of western Middle-earth). There is no written version.

    o Logathig Spoken by the Dorwinadan(Humans that dwell in the lands northeast of

    Mordor) and the Easterlings (Humans that dwellin north-central Middle-earth).

    o Nahaiduk Spoken by the Woodmen ofMirkwood.

    o Orkish (Debased Black Speech) Spoken amongseveral groups of Orcs including those of Moria,Isengard, and Mordor. It is said to have manymutually unintelligible dialects, although theyare not delineated.

    o Pkael The guttural tongue spoken by theWoses (Primitive Humans that live in remote

    Middle-earth woodlands). The "written" versionis made up of pictographic signs, most quitesimple, used for the most practical purposes notably to mark paths or signal their brethrenwhile out in the wood.

    o Quenya Used as a high speech among Elvesalong the western coast, Rivendell, and Lorien. Itis also used amongst the Dnedain and certaineducated Hobbits.

    o Rohirric Spoken by the Rohirrim (Humansthat live in the Lands of Rohan).

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    o Silvan (Bethteur) Spoken by the Elves ofLorien and Mirkwood; the speech of the Elves ofMirkwood is called Bethteur, the Wood-speech.

    o Sindarin The usual speech of folk of Elrond'shouse, the Dnedain in both Gondor and the

    north of Middle-earth, and the house language ofThranduil of Mirkwood.

    o Umitic Spoken by the Umli (Half-dwarvesthat live in the Far North of north-centralMiddle-earth).

    o Varadja Spoken by the Variags (Humans thatdwell in the arid lands southeast of Mordor).

    o Waildyth Nature Signals of the Beornings.o Westron (Common Speech) The common

    speech of mortals. Dialects are spoken in Gondor,Bree, and other places. It is the common

    language of Dwarves. A particularly "harsh"dialect is spoken by Orcs when necessary.

    Prohibited Spells

    Spells that create something from nothing, orwhich fundamentally alter the nature of something,go against Eru's will. Such spells are eitherunavailable, or are used only by those who eitherdirectly carry out the will of Eru (the Valar andMaiar) or who directly flout Eru's will (the renegade

    Vala Melkor, later named Morgoth, or renegadeMaiar such as Sauron).

    Spells such as fireball or wall of stone usesurrounding matter or energy to create their effects.In the case offireball, superheating the oxygen in thesurrounding air creates the effect. Regardless, suchspells are rarely used, because they skirt along theedges of going against the will of Eru.

    Spells such as bull's strength or cat's grace simplyenhance what is already in existence and which therecipient of the spell already possesses.

    Spells that access other planes (except theEthereal Plane, called the "Spirit World" or "the otherside" in Middle-earth) do not function, since Middle-earth is not directly connected to any other planes ofexistence. Aman, or The Undying Lands, is notaccessible because it was closed off from any exceptfor those whom the Valar allow to find it. Aman isnot exactly another plane; it was once physically partof the same plane as Middle-earth, but was cordonedoff millennia ago.

    Spells that have effects against Outsiders are

    either prohibited or rendered powerless, becausethere are technically no Outsiders in Middle-earth.

    The Balrog, for example, is a Maia, one of the spiritsthat initially carried out the will of Eru and helpedcreate Middle-earth so, while he is now a twisted,demonic figure, he is still considered a native of theworld he played a part in creating.

    Also, spells that are too "flashy" for Middle-earthare considered prohibited. Some flashy spells willnot be prohibited because there is either evidence inthe films (or books) of their existence, or a spell thatwas similar in description to a Pathfinder spell wasactually used in the books. For example, fireball wasnot excluded because the assumption was made thatsince Gandalf used a number of fire-based effects inthe books (a fire seeds spell in The Hobbit, hisfireworks, the sheet of flame which broke the bridgein Moria, etc.), he might well have had access to this

    spell. Even if he had access to it through his wearingof the Elven Ring Narya, the Ring of Fire, the spellstill seems possible in Middle-earth, so it is notprohibited, however, it would be rarely used.

    Acid ArrowAll "Chaos" spellsAll "Law" spellsAnimate DeadAstral ProjectionBanishment

    Beast Shape I-IVBlade BarrierClenched FistCloneContact Other PlaneCreate Food and WaterCreate WaterCrushing HandDimensional AnchorDismissalElemental Body I-IVElemental Swarm

    Enlarge PersonEnlarge Person, MassFlesh to StoneForceful HandForm of the Dragon I-IIIFreezing SphereGaseous FormGateGiant Form I-IIGrasping HandHelping Hand

    Hideous LaughterInstant Summons

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    Interposing HandIrresistible DanceLevitateLimited WishMage's Disjunction

    Mage's Faithful HoundMage's LucubrationMage's Magnificent MansionMage's Private SanctumMage's SwordMagic JarMajor CreationMark of JusticeMazeMeld Into StoneMinor CreationMiraclePhantom TrapPlanar AllyPlanar Ally, GreaterPlanar Ally, LesserPlanar BindingPlanar Binding, GreaterPlanar Binding, LesserPlant Shape I-IIIPolymorphPolymorph Any ObjectPolymorph, Greater

    Raise DeadReduce AnimalReduce PersonReduce Person, MassRefugeRegenerateReincarnateResilient SphereResurrectionReverse GravityRighteous MightRope TrickSecret ChestSecure ShelterSepia Snake SigilShadow ConjurationShadow Conjuration, GreaterShadow EvocationShadow Evocation, GreaterShadow WalkShapechangeShrink ItemSoul Bind

    Spectral HandSpider Climb

    StatueStone to FleshTelekinesisTeleportTeleport Object

    Teleport, GreaterTeleportation CircleTime StopTiny HutTransmute Metal to WoodTransmute Metal to WoodTransmute Mud to RockTransmute Rock to MudTrap the SoulTrue ResurrectionWall of IronWind WalkWishWord of Recall

    Note: Some of the most powerful spellcasters inMiddle-earth the Wizards, Elves such as Galadriel may have access to some of the spells intimatedhere. This is either due to meddling in types of magicthat are normally forbidden or "taboo" due to theirassociation with Sauron or Morgoth (as Sarumandid), or due to a character being among the oldestand wisest people in Middle-earth (such as

    Galadriel).

    Restricted Spells

    Blasphemy There are no extraplanar creaturesin Middle-earth. Creatures that would be consideredextraplanar in standard Pathfinder such as theBalrog are, in fact, considered to be native toMiddle-earth.

    Create Undead and Create Greater Undead Thesespells are available only to Sauron.

    Dictum See the explanation for Blasphemy.

    New Magic Weapon Special Ability

    Sense: A sense weapon has the innate ability todetect certain types or subtypes of creatures. If thereare creatures of the chosen type within 1000 ft., asense weapon will emit a blue glow, which getsmore intense the closer the creatures are. Senseweapons do not indicate number or direction, only

    relative distance. Only melee weapons may have thisability. This ability replaces the Ki Focus ability on

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    the Melee Weapon Special Abilities table (Table 15-9)in the Pathfinder Roleplaying Game Core Rulebook (p.469).

    Magic Weapons

    Examples of magic weapons from the books andmovies:o Sting +1 Goblinoid-bane, Goblinoid-Sense

    short swordo Glamdring +3 Holy Goblinoid-bane,

    Goblinoid-Sense longswordo Legolas' Bow +1 Enhancement, +2 Mighty

    composite longbowo Bilbo's Mithril shirt +1 Mithril chain shirt,

    medium fortificationo Narsil (Anduril) Holy Avengero Sam's Elven Rope Rope of Climbing

    Examples of other appropriate magic items:o Nearly any Minor Potiono Nearly any Scroll of 2nd level or lesso Any Minor Ringo Any Minor Rod, except Metamagic Rodso No Staveso No Wandso Most Minor Wondrous Items, except items like

    Pearls of Power that deal with spellcasting, orthat duplicate inappropriate or flashy spells, likeNecklace of Fireballs

    o Some Medium and Major Wondrous Items evaluated on an individual basis!

    Starting Equipment

    All characters start out with the followingStarting Equipment:o 20 gold pieces (gp)o 1 daggero 2 outfits of clothing (specify color, type, etc.)o 1 pair of footwearo 1 cloak (specify color)o 1 bedrollo Flint and steelo Tinder boxo 7 days rationso Canteeno Back packo 1 to 3 small sack(s)o 50 ft. rope

    o Weapons maintenance tools (honing stone, oil,spare bowstring, etc.)

    In addition to the items listed above, thefollowing special equipment is granted (according

    to character race):

    Starting "special" equipment for Dwarven PCs:o MW greataxe or MW Dwarven urgrosh or MW

    battleaxe and heavy steel shield or MW Dwarvenwaraxe and heavy steel shield

    o Chain shirto 100 gp worth of gemsStarting "special" equipment for Elven PCs:o MW Elven curve blade or MW scimitar or MW

    longsword or MW shortsword or 2 MW daggers(latter replaces Starting Equipment dagger)

    o MW longbow (with 20 arrows)o Leather armoro 50 ft. silk rope (replaces Starting Equipment 50 ft.

    rope)

    Starting "special" equipment for Hobbit PCs:o MW Quarterstaff and MW sling or shortsword or

    shortbow (with 20 arrows) or shortspearo 100 gp of mundane equipmentStarting "special" equipment for Human (Beorning)PCs:o Light horse (with riding saddle, tack & harness)o Scimitar or shortswordo Shortbow (with 20 arrows)o Hide armoro Heavy wooden shieldStarting "special" equipment for Human(Dnedain/Nmenrean) PCs:o

    MW Mighty +2 composite longbow (with 20arrows) or MW longswordo MW dagger (replaces Starting Equipment

    dagger)o Chain shirtStarting "special" equipment for Human (Gondorian)PCs:o MW Mighty +1 composite longbow (with 20

    arrows) or MW longsword and MW longspearo MW dagger (replaces Starting Equipment

    dagger)o Breastplate

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    o Heavy steel shieldStarting "special" equipment for Human (Rohirrim)PCs:o Light warhorse (with military saddle, tack &

    harness)o MW composite shortbow (with 20 arrows)o MW lance or MW spearo Chainmail or leather armor

    o BucklerStarting "special" equipment for Human(Woses/Dunlending) PCs:o Shortswordo Shortbow (with 20 arrows)o Hide armoro Heavy wooden shield

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    MIDDLE-EARTH D20VARIANTCLASSESSpell-less Ranger

    Alignment: AnyHit Die: d10Class Skills: The Spell-less Ranger's class skills

    are Acrobatics (Dex), Climb (Str), Craft (Int), HandleAnimal (Cha), Heal (Wis), Intimidate (Cha),Knowledge (dungeoneering) (Int), Knowledge(geography) (Int), Knowledge (nature) (Int),Perception (Wis), Profession (Wis), Ride (Dex),Stealth (Dex), Survival (Wis) and Swim (Str).

    Skill Points at Each Level: 6 + Int modifier

    Class Features

    Weapons and Armor Proficiency: A Spell-lessRanger is proficient with all simple and martialweapons and with light armor and shields (excepttower shields).

    Favored Enemy (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Track (Ex): See the Ranger section in Chapter 3of the Pathfinder Roleplaying Game Core Rulebook.

    Wild Empathy (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game Core

    Rulebook.Stealth Attack: If a Spell-less Ranger can catch an

    opponent when he is unable to defend himselfeffectively from his attack, he can strike a vital spotfor extra damage. The ranger's attack deal extradamage any time his target would be denied aDexterity bonus to AC (whether the target actuallyhas a Dexterity bonus or not), or when the rangerflanks his target. This extra damage is 1d6 at 2ndlevel, and increases by 1d6 every four levelsthereafter. Should the ranger score a critical hit with

    a stealth attack, this extra damage is not multiplied.Ranged attacks can count as stealth attacks only ifthe target is within 30 ft. Stealth attacks are possibleonly when the ranger wears light or no armor. Aranger can only use this ability while in a favoredterrain or against a favored enemy.

    Combat Style Feat (Ex): See the Ranger sectionin Chapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Endurance: See the Ranger section in Chapter 3of the Pathfinder Roleplaying Game Core Rulebook.

    Nature's Healing (Ex): Beginning at 3rd

    level, theSpell-less Ranger gains a +2 bonus to Heal skill

    checks. If he can beat the appropriate Heal DC check,the ranger heals an additional 1d6 hit points ofdamage plus 1 for every 3 ranger levels. Nature'shealing can only be used when a ranger is in one ofhis favored terrains. A ranger does not need aHealer's Kit in order to use this ability.

    Favored Terrain (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Hunter's Bond (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Ranger Talent: As a Spell-less Ranger gainsexperience, he learns a number of talents that aid

    him in combat and help him survive in the in thewilds.

    At 4th level, a ranger gains one ranger talent. Hegains additional ranger talents as he increases inlevel. A ranger cannot select an individual talentmore than once.

    Additional Animal Companion (Ex): A Spell-lessRanger with this ability may select an additionalanimal companion. In addition, the ranger's effectivedruid level when selecting this companion is equalto his ranger level.

    Low-Light Vision (Ex): A Spell-less Ranger withthis ability gains low-light vision. If he already haslow-light vision, this ability has no additional effect.

    Favored Enemy Critical (Ex): When scoring acritical threat on one of your favored enemies, gain+4 bonus to the roll made to confirm the critical.

    Trap Finding (Ex): When in a favored terrain, aranger with this ability can use the Perception skill tolocate traps (see rogue).

    Trackless Step (Ex): When desired, a Spell-lessRanger with this ability leaves no trail in natural

    surroundings and cannot be tracked. A ranger canalso track others possessing the Trackless Step abilitywhen in one of his Favored Terrains, but suffers a -10to the check.

    Improved Nature's Healing (Ex): A Spell-lessRanger with this ability uses his total ranger levels tocalculate additional hit points healed, instead of thestandard one point per three ranger levels.

    Improved Tracking (Ex): A Spell-less Rangerwith this ability adds his ranger level to Survivalskill checks made to follow or identify tracks. If he

    exceeds the DC by 10 or more, he can learn

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    additional information about his prey (includingnumber and type of creatures tracked etc).

    Ranger Feat: Instead of a talent, the Spell-lessRanger may choose a feat that he qualifies for fromhis chosen combat style or from the following list:

    Additional Favored Terrain*, Additional FavoredEnemy*, Animal Affinity, Athletic, Dodge, Diehard,Favored Terrain Expert*, Nimble Moves, Run, Self-Sufficient, Stealthy, Toughness (an asterisk *indicates a new feat outlined in the Middle-earth d20New Feats section below).

    Fast Movement (Ex): When in a Favored Terrain,a ranger's base speed increases by +10 ft at 5th level.At 12th level, this bonus increases to +20 ft. Thesebonuses only apply when the ranger wears light orno armor.

    Woodland Stride (Ex): See the Ranger sectionin Chapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Swift Tracker (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Evasion (Ex): See the Ranger section in Chapter3 of the Pathfinder Roleplaying Game Core Rulebook.

    Quarry (Ex): See the Ranger section in Chapter3 of the Pathfinder Roleplaying Game Core Rulebook.

    Camouflage (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Improved Evasion (Ex): See the Ranger sectionin Chapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Hide in Plain Sight (Ex): See the Ranger sectionin Chapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Master Hunter (Ex): See the Ranger section inChapter 3 of the Pathfinder Roleplaying Game CoreRulebook.

    Table: Spell-less Ranger

    Level Base Attack Bonus Fort Save Ref Save Will Save Special

    1st +1 +2 +2 +0 1st favored enemy, track, wild empathy2nd +2 +3 +3 +0 Combat style feat, stealth attack 1d63rd +3 +3 +3 +1 1st favored terrain, endurance, nature's healing4th +4 +4 +4 +1 Hunter's bond, ranger talent5th +5 +4 +4 +1 2nd favored enemy, fast movement +10 ft6th +6/+1 +5 +5 +2 Combat style feat, stealth attack 2d6

    7th +7/+2 +5 +5 +2 Ranger talent, woodland stride8th +8/+3 +6 +6 +2 2nd favored terrain, swift tracker9th +9/+4 +6 +6 +3 Evasion, ranger talent10th +10/+5 +7 +7 +3 3rd favored enemy, combat style feat, stealth attack 3d611th +11/+6/+1 +7 +7 +3 Quarry, ranger talent12th +12/+7/+2 +8 +8 +4 Camouflage, fast movement +20 ft13th +13/+8/+3 +8 +8 +4 3rd favored terrain, ranger talent14th +14/+9/+4 +9 +9 +4 Combat style feat, stealth attack 4d615th +15/+10/+5 +9 +9 +5 4th favored enemy16th +16/+11/+6/+1 +10 +10 +5 Improved evasion, ranger talent17th +17/+12/+7/+2 +10 +10 +5 Hide in plain sight18th +18/+13/+8/+3 +11 +11 +6 4th favored terrain, combat style feat, stealth attack 5d6

    19th +19/+14/+9/+4 +11 +11 +6 Improved quarry, ranger talent20th +20/+15/+10/+5 +12 +12 +6 5th favored enemy, master hunter

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    MIDDLE-EARTH D20DEITIES

    Religion pervades all society. Eru stands as theOne True God, the All Father, with many lesserbeings being worshipped as lesser gods/goddesses

    known as Valar. Divine classes dedicate themselvesto a Valar and act as their servants. Devotion to aValar grants the indicated bonuses.

    Name Information

    Aul Title: The SmithAlignment: Lawful GoodDomains: Artifice, Earth, Good, Protection, RuneBonus: Devotion to him grants a +2 bonus to Appraise, Craft (Stonemasonry), Craft (Armor) and Craft(Weapons) skill checks.Notes: One of the Aratar, the eight greatest of the Valar, Aul was the Vala concerned with the substance ofArda; rock and metal. As his name suggests, he was also the builder and inventor of the Valar. Among hisgreatest creations were the race of Dwarves and the vessels of the Sun and Moon.

    Elbereth Titles: The Queen of the Stars, VardaAlignment: Chaotic GoodDomains: Charm, Community, Good, Magic, SunBonus: Devotion to her grants a +2 save bonus to spells cast by evil powers.Notes: Spouse of Manw and great among the Queens of the Valar. She set the stars in the sky, for which theEldar of Middle-earth revered her, calling her by the name of Elbereth.

    Est Title: The Gentle HealerAlignment: Chaotic GoodDomains: Community, Good, Healing, Liberation, TravelBonus: Devotion to her grants a +4 to Constitution checks made to continue running and to avoid nonlethaldamage from a forced march (as per the Endurance feat).Notes: A lady of the Valar, the spouse of Irmo, who dwells with him in the gardens of Lrien in Valinor.

    Irmo Title: The Master of Visions and DreamsAlignment: Lawful NeutralDomains: Liberation, Luck, Madness, Trickery, TravelBonus: Devotion to him reduces by half the amount of complete rest needed to recover from being fatigued.Notes: More commonly called Lrien, from the gardens of Lrien in Valinor where he dwelt with his wife, Est.

    Mandos Titles: The Judge of the Dead, NmoAlignment: Lawful NeutralDomains: Death, Liberation, Luck, Protection, ReposeBonus: Devotion to him grants 1 free Fate Point per gaming session. Note that this Fate Point may not be saved if it is not used during the game session in which it is granted, it is lost!Notes: The Doomsman of the Valar and keeper of the slain in his halls in the west of Valinor.

    Manw Titles: King of the Valar; Lord of Air, Wind and Skies; King of Arda

    Alignment: Neutral GoodDomains: Air, Good, Knowledge, Nobility, WeatherBonus: Devotion to him grants a +2 bonus to one Knowledge skill and to all weather-related skill checks.Notes: Greatest of the Valar, Manw is the spouse of Elbereth. He dwells in his halls on Taniquetil, highest ofmountains, governing all with an affinity to the winds and airs of Arda.

    Melkor Titles: The Dark Lord, MorgothAlignment: Lawful EvilDomains: Darkness, Death, Destruction, Evil, WarBonus: None.Notes: Followers of evil cults throughout the ages have devoted themselves to Melkor, Sauron, and otherspowerful in the darkest of arts. These cults are savage and brutal, exacting bloody rites and sacrifices to thesegods of darkness. Devotees of these faiths do not garner any bonuses as Melkor is beyond the reaches of the

    world to affect it in any way until the End of Days.

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    Name Information

    Nessa Title: The DancerAlignment: Chaotic GoodDomains: Charm, Community, Glory, Good, LiberationBonus: Devotion to her grants a +2 bonus to Perform skill checks.

    Notes: The spouse of Tulkas and sister to Orom, she delights in dancing on the green lawns of Valimar.Nienna Title: The Lady of Mercy

    Alignment: Neutral GoodDomains: Good, Knowledge, Luck, Nobility, ReposeBonus: Devotion to her grants a +2 bonus to Sense Motive and Diplomacy skill checks.Notes: A Queen of the Valar, the sister of Mandos and Irmo, who dwells alone on the western borders of theWorld. Nienna ranks as one of the eight Aratar, the most powerful of the Valar. Grief and mourning areNiennas province; in her halls in the distant west, she weeps for the suffering of Arda. Her part in the Music ofthe Ainur was one of deep sadness, and from this grief entered the world in its beginning. The Maia Olrin, whowas later to travel to Middle-earth as Gandalf, learned much from her.

    Orom Title: The HuntsmanAlignment: Chaotic Good

    Domains: Animal, Community, Good, Plant, TravelBonus: Devotion to him grants a +2 bonus to Ride, Survival, and Combat skill checks when hunting animals.Notes: Orom is one of the Aratar and the brother of Nessa. In ancient times, he rode often in the forests ofMiddle-earth, and it was he who first discovered the Eldar at Cuivinen.

    Tulkas Title: The ChampionAlignment: Chaotic GoodDomains: Glory, Good, Nobility, Strength, WarBonus: Devotion to him grants a +2 bonus to unarmed strikes, Combat Maneuver Bonus, and Intimidate skillchecks while in combat.Notes: The last of the Valar to descend into Arda, and the most warlike; he did battle with Melkor in the yearswhen the World was young. It is said that he laughs more than anything, especially while in battle, instillinggreat fear into his enemies.

    Ulmo Title: The Lord of Waters (Seas)Alignment: True NeutralDomains: Animal, Nature, Plant, Water, WeatherBonus: Devotion to him grants a +2 bonus to skill checks related to the sea (i.e., sea-craft, weather, Survival, etc.).Notes: One of the greatest of the Valar. In the dark days of the First Age, he kept watch and lent indirect aid toboth Elves and Men while the others of his order remained in Valinor.

    Vair Title: The WeaverAlignment: Lawful NeutralDomains: Artifice, Community, Knowledge, Protection, RuneBonus: Devotion to her grants a +2 bonus to Knowledge (History) skill checks.Notes: She is a Queen of the Valar, spouse of Mandos, and the one who weaves the tales of the history of Arda.

    Vna Title: The Ever-YoungAlignment: Neutral GoodDomains: Animal, Charm, Good, Plant, TrickeryBonus: Devotion to her grants a +2 bonus to Diplomacy skill checks.Notes: She is a lady of the Valar, sister of Yavanna, and spouse of Orom. Flowers were said to open, and birdssing, at her passing.

    Yavanna Title: The Giver of FruitsAlignment: Lawful GoodDomains: Animal, Good, Knowledge, Plant, WeatherBonus: Devotion to her grants a +2 bonus to Knowledge (Nature) skill checks.Notes: She is the Vala whose province was all growing things upon the earth. She was the spouse of Aul theSmith.

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    MIDDLE-EARTH D20CHARACTERTRAITS

    When you create your character for the Middle-earth d20 Campaign, a new PC may choose onecharacter trait. A character trait is approximatelyequal in power to half a feat. Yet a character traitisnt just another kind of power you can add on toyour character its a way to quantify (andencourage) building a character background that fitsinto Middle-earth. Think of character traits as storyseeds for your background; after you pick a trait,youll have a point of inspiration from which tobuild your characters personality and history.Alternatively, if youve already got a background inyour head or written down for your character, you

    can view picking the trait as a way to quantify thatbackground, just as picking race and class and abilityscores quantifies his other strengths and weaknesses.

    The traits are broken down into four categories.Combat traits focus on martial and physical aspectsof your characters background. Faith traits focus onhis religious and philosophical leanings. Magic traitsfocus on any magical events or training he may havehad in his past. And Social traits are both a catch-allcategory and one that indicates what social class orupbringing your PC had.

    Combat Traits

    These traits are associated with combat, battle,and physical prowess; they give characters minorbonuses in battle and represent conflicts andphysical struggles in the characters backstory.

    Anatomist: You have studied the workings ofanatomy, either as a student at university or as anapprentice mortician or necromancer. You knowwhere to aim your blows to strike vital organs and

    you gain a +1 trait bonus on all rolls made to confirmcritical hits.

    Armor Expert: You have worn armor as long asyou can remember, either as part of your training tobecome a knights squire or simply because youwere seeking to emulate a hero. Your childhoodarmor wasnt the real thing as far as protection, but itdid encumber you as much as real armor wouldhave, and youve grown used to moving in suchsuits with relative grace. When you wear armor ofany sort, reduce that suits armor check penalty by 1,

    to a minimum check penalty of 0.

    Bullied: You were bullied often as a child, andyou are now constantly ready to defend yourselfwith your fists when an enemy comes near. You gaina +1 trait bonus on attacks of opportunity attack rollsmade with unarmed strikes. Note that this trait doesnot grant the ability to make attacks of opportunitywith your unarmed strikes youll need to take theImproved Unarmed Strike feat to gain the use of thischaracter trait. However, that doesnt prevent youfrom selecting this trait. Youll simply not be able tomake use of it until a later point if you do.

    Courageous: Your childhood was brutal, yet youpersevered primarily through force of will and the

    hope that no matter how hard things might get, aslong as you kept a level head youd make it through.You gain a +2 trait bonus on saving throws againstfear effects.

    Deft Dodger: Growing up in a roughneighborhood or a dangerous environment hashoned your senses. You gain a +1 trait bonus onReflex saves.

    Dirty Fighter: You wouldnt have lived to makeit out of childhood without the aid of a sibling,friend, or companion on whom you could always

    count to distract your enemies long enough to do alittle bit more damage than normal. That companionmay be another PC or an NPC (who may even berecently departed from your side). When you hit afoe you are flanking, you deal an additional 1 pointof damage (this damage is added to your basedamage, and is multiplied on a critical hit). Thisadditional damage is a trait bonus.

    Artiste: You trained long hours as a youth withblades, either taking lessons in the genteel art ofswordplay from tutors paid for by your parents or

    by being taken under the wing of a disenfranchisedswordsman who may have turned to a life of crime.You gain a +1 trait bonus on attacks of opportunitymade with daggers, swords, and similar bladedweapons.

    Killer: You made your first kill at a very youngage and found the task of war or murder to yourliking. You either take particular pride in a well-placed blow or vile pleasure in such a strike as youtwist the blade to maximize the pain. You dealadditional damage equal to your weapons critical

    hit multiplier when you score a successful critical hitwith a weapon; this additional damage is added to

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    the final total, and is not multiplied by the critical hitmultiple itself. This extra damage is a trait bonus.

    Reactionary: You were bullied often as a child,but never quite developed an offensive response.Instead, you became adept at anticipating sudden

    attacks and reacting to danger quickly. You gain a +2trait bonus on Initiative checks.

    Resilient: Growing up in a violent neighborhoodor in the unforgiving wilds often forced you tosubsist on food and water from doubtful sources.Youve built up your mettle as a result, and gain a +1trait bonus on Fortitude saves.

    Faith Traits

    These traits rely upon conviction of spirit,perception, and religion, but are not directly tied tothe worship of a specific deity. You do not need apatron deity to gain a Faith Trait, as these traits canrepresent conviction in ones self or philosophy justas easily as they can represent dedication to a deity.

    Birthmark: You were born with a strangebirthmark that looks very similar to the holy symbolof the god you chose to worship later in life. Thisbirthmark can serve you as a divine focus for castingspells, and, as a physical manifestation of your faith,increases your devotion to your god you gain a +2

    trait bonus on all saving throws against charm andcompulsion effects as a result.

    Caretaker: As the child of an herbalist or anassistant in a temple infirmary, you often had toassist in tending to the sick and wounded. You gaina +1 trait bonus on Heal checks, and Heal is always aclass skill for you.

    Child of the Temple: You have long served at atemple in a city, and not only did you pick up onmany of the nobilitys customs, you spent much timein the temple libraries studying your faith. You gain

    a +1 trait bonus on Knowledge (nobility) andKnowledge (religion) checks, and one of these skills(your choice) is always a class skill for you.

    Devotee of the Green: Your faith in the naturalworld or one of the gods of nature makes it easy foryou to pick up on related concepts. You gain a +1trait bonus on Knowledge (geography) andKnowledge (nature) checks, and one of these skills(your choice) is always a class skill for you.

    Ease of Faith: Your mentor, the person whoinvested your faith in you from an early age, took

    steps to ensure that you understood that whatpowers your divine magic is no different than that

    which powers the magic of other religions. Thisphilosophy makes it easier for you to interact withothers who may not share your views. You gain a +1bonus on Diplomacy checks, and Diplomacy isalways a class skill for you.

    History of Heresy: You were raised withheretical views that have made it not only difficultfor you to accept most religious beliefs, but you alsohave had to live with the fact that you or those youlove were often treated as pariahs. As a result, youhave turned your back on religious teachings, and aslong as you do not possess any levels in a class thatgrants divine spellcasting power, you gain a +1 traitbonus on all saving throws made against divinespells.

    Indomitable Faith: You were born in a region

    where your faith was not popular, yet you neverabandoned it. Your constant struggle to maintainyour own faith has bolstered your drive; you gain a+1 trait bonus on Will saves as a result.

    Sacred Conduit: Your birth was particularlypainful and difficult for your mother, who neededpotent divine magic to ensure you survived; yourmother may or may not have survived. In any event,the magic infused you from an early age, and younow channel divine energy with greater ease thanmost. Whenever you channel energy, you gain a +1

    trait bonus to the save DC of your channeled energy.Sacred Touch: You were exposed to a potent

    source of positive energy as a child, perhaps bybeing born under the right cosmic sign, or maybebecause one of your parents was a gifted healer. As astandard action, you may automatically stabilize adying creature merely by touching it.

    Scholar of the Great Beyond: Your greatinterests as a child did not lie with current events orthe mundane you have always felt out of place, asif you were born in the wrong era. You take to

    philosophical discussions of the Great Beyond and ofhistorical events with ease. You gain a +1 trait bonuson Knowledge (history) and Knowledge (planes)checks, and one of these skills (your choice) is alwaysa class skill for you.

    Magic Traits

    These traits are associated with magic, and focuson spellcasting and manipulating magic. You neednot be a spellcaster to take a Magic Trait (although

    several of these traits arent as useful to non-spellcasters). Magic Traits can represent a characters

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    early exposure to magical effects or childhoodstudies of magic.

    Classically Schooled: Your apprenticeship orearly education was particularly focused on thedirect application of magic. You gain a +1 trait bonus

    on Spellcraft checks, and Spellcraft is always a classskill for you.

    Dangerously Curious: You have always beenintrigued by magic, possibly because you were thechild of a magician or priest. You often snuck intoyour parents laboratory or shrine to tinker withspell components and magic devices, and oftencaused quite a bit of damage and headaches for yourparent as a result. You gain a +1 bonus on Use MagicDevice checks, and Use Magic Device is always aclass skill for you.

    Focused Mind: Your childhood was eitherdominated by lessons of some sort (be they musicalor academic) or by a horrible home life thatencouraged your ability to block out distractions tofocus on the immediate task at hand. You gain a +2trait bonus on concentration checks.

    Gifted Adept: Your interest in magic wasinspired by witnessing a spell being cast in aparticularly dramatic method, perhaps even one thataffected you physically or spiritually. This earlyexposure to magic has made it easier for you to work

    similar magic on your own. Pick one spell when youchoose this trait from this point on, whenever youcast that spell, its effects manifest at +1 caster level.

    Hedge Magician: You apprenticed for a time to acraftsman who often built magic items, and hetaught you many handy shortcuts and cost-savingtechniques. Whenever you craft a magic item, youreduce the cost of gp required to make the item by5%.

    Magical Knack: You were raised, either whollyor in part, by a magical creature, either after it found

    you abandoned in the woods or because yourparents often left you in the care of a magical minion.This constant exposure to magic has made itsmysteries easy for you to understand, even whenyou turn your mind to other devotions and tasks.Pick a class when you gain this trait your casterlevel in that class gains a +2 trait bonus as long asthis bonus doesnt increase your caster level higherthan your current Hit Dice.

    Magical Lineage: One of your parents was agifted spellcaster who not only used metamagic

    often, but developed many magical items andperhaps even a new spell or two and you have

    inherited a fragment of this greatness. Pick one spellwhen you choose this trait. When you applymetamagic feats to this spell, treat its actual level as 1lower for determining the spells final adjusted level.

    Magical Talent: Either from inborn talent,

    whimsy of the gods, or obsessive study of strangetomes, you have mastered the use of a cantrip.Choose a 0-level spell. You may cast that spell onceper day as a spell-like ability. This spell-like ability iscast at your highest caster level gained; if you haveno caster level, it functions at CL 1. The spell-likeabilitys save DC is Charisma-based.

    Mathematical Prodigy: Mathematics has alwayscome easily for you, and you have always been ableto see the math in the physical and magical world.You gain a +1 bonus on Knowledge (arcana) and

    Knowledge (engineering) checks, and one of theseskills (your choice) is always a class skill for you.

    Skeptic: Growing up, you were always aroundmagical effects to the extent that you realized thatmuch of it was smoke and mirrors. You gain a +2trait bonus on all saving throws against illusions.

    Social Traits

    Social Traits are a sort of catch-all category these traits reflect the social upbringing of your

    character, your background with high society or lackthereof, and your history with parents, siblings,friends, competitors, and enemies.

    Adopted: You were adopted and raised bysomeone not of your actual race, and raised in asociety not your own. As a result, you picked up arace trait from your adoptive parents and society,and may immediately select a race trait from youradoptive parents race. See the Game Master tomutually determine the race trait.

    Bully: You grew up in an environment where the

    meek were ignored and you often had to resort tothreats or violence to be heard. You gain a +1 traitbonus on Intimidate checks, and Intimidate is alwaysa class skill for you.

    Canter: You grew up among thieves andscoundrels, and their unusual speech patterns andturns of phrase dont phase you in the slightesttoday as a result. Anyone who attempts to use Bluffto deliver a secret message to you gains a +5 bonuson his Bluff check. When you attempt to intercept asecret message using Sense Motive, you gain a +5

    trait bonus on the attempt.

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    Charming: Blessed with good looks, youvecome to depend on the fact that others find youattractive. You gain a +1 trait bonus when you useBluff or Diplomacy on a character that is (or couldbe) sexually attracted to you, and a +1 trait bonus to

    the save DC of any language-dependent spell youcast on such characters or creatures.

    Child of the Streets: You grew up on the streetsof a large city, and as a result you have developed aknack for picking pockets and hiding small objectson your person. You gain a +1 trait bonus on Sleightof Hand checks, and Sleight of Hand is always aclass skill for you.

    Fast-Talker: You had a knack at getting yourselfinto trouble as a child, and as a result developed asilver tongue at an early age. You gain a +1 trait

    bonus on Bluff checks, and Bluff is always a classskill for you.

    Natural-Born Leader: Youve always foundyourself in positions where others look up to you asa leader, and you can distinctly remember an eventfrom your early childhood where you led severalother children to accomplish a goal that each of you

    individually could not. All cohorts, followers, orsummoned creatures under your leadership gain a+1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat,you gain a +1 trait bonus to your Leadership score.

    Poverty-Stricken: Your childhood was tough,and your parents had to make every copper piececount. Hunger was your constant companion, andyou often had to live off the land or sleep in the wild.You gain a +1 bonus to Survival checks, and Survivalis always a class skill for you.

    Rich Parents: You were born into a rich family,perhaps even the nobility, and even though youturned to a life of adventure anyway, you enjoyed aone-time benefit to your initial finances and yourstarting cash increases to 900 gp.

    Suspicious: You discovered at an early age thatsomeone you trusted, perhaps an older sibling or aparent, had lied to you, and often, about somethingyou had taken for granted, leaving you quick toquestion the claims of others. You gain a +1 traitbonus on Sense Motive checks, and Sense Motive isalways a class skill for you.

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    MIDDLE-EARTH D20NEWPRESTIGE CLASSES

    Bowmaster (e.g., Legolas)

    Hit Die: d8.Requirements: To qualify to become a Bow

    Master, a character must fulfill all the followingcriteria:

    Base Attack Bonus: +5. Skills: Craft (bowmaking) 5 ranks. Feats: Point Blank Shot, Precise Shot, Rapid

    Shot, Weapon Focus (longbow, shortbow, orthe composite version of either).

    Class Skills: The Bow Masters class skills (andthe key ability for each skill) are Climb (Str), Craft(Int), Ride (Dex), Perception (Wis), and Swim (Str).

    Skill Points at Each Level: 2 + Int modifier.

    Class Features

    Weapon and Armor Proficiency: Bow Mastersgain no proficiency with any weapon or armor.

    Ranged Precision (Ex): As a standard action, aBow Master may make a single precisely aimedattack with a ranged weapon, dealing an extra 1d8points of damage if the attack hits. When making aranged precision attack, a Bow Master must be

    within 30 feet of his target. A Bow Masters rangedprecision attack only works against living creatureswith discernible anatomies. Any creature that isimmune to critical hits (including undead,constructs, oozes, plants, and incorporeal creatures)is not vulnerable to a ranged precision attack, andany item or ability that protects a creature fromcritical hits (such as armor with the fortification

    special ability) also protects a creature from the extradamage. Unlike with a rogues sneak attack, the BowMasters target does not have to be flat-footed ordenied its Dexterity bonus, but if it is, the BowMasters extra precision damage stacks with sneakattack damage. Treat the Bow Masters rangedprecision attack as a sneak attack in all other ways.The Bow Masters bonus to damage on rangedprecision attacks increases by +1d8 every two levels.A Bow Master can only use this ability with a rangedweapon for which he has taken the Weapon Focusfeat.

    Close Combat Shot (Ex): At 2nd level, a Bow

    Master can attack with a ranged weapon while in athreatened square and not provoke an attack ofopportunity. Further, the Bow Master is allowed tomake Attacks of Opportunity using an arrow as amelee weapon.

    Greater Weapon Focus (Ex): At 4th level, a BowMaster gains the Greater Weapon Focus feat with asingle ranged weapon for which he has taken theWeapon Focus feat even if he has not attained 8thlevel as a fighter.

    Sharp-Shooting: At 6th level, a Bow Master gains

    the Sharp-Shooting feat (see below) even if he doesnot meet the prerequisites.

    Extended Precision (Su): A 10th level BowMasters senses and feel for the shot become soattuned that he may make ranged precision attacks(and sneak attacks, if he has the ability) at a range ofup to 60 feet.

    Table: The Bow Master

    Level

    Base

    AttackBonus

    Fort

    Save

    Ref

    Save

    Will

    Save Special

    1st +1 +0 +2 +2 Ranged Precision +1d82nd +2 +0 +3 +3 Close Combat Shot3rd +3 +1 +3 +3 Ranged Precision +2d84th +4 +1 +4 +4 Greater Weapon Focus5th +5 +1 +4 +4 Ranged Precision +3d86th +6 +2 +5 +5 Sharp-Shooting7th +7 +2 +5 +5 Ranged Precision +4d88th +8 +2 +6 +6 9th +9 +3 +6 +6 Ranged Precision +5d810th +10 +3 +7 +7 Extended Precision

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    Dwarven Defender (e.g., Gimli)

    Hit Die: d12.Requirements: To qualify to become a defender, a

    character must fulfill all the following criteria:

    Race: Dwarf. Alignment: Any lawful. Base Attack Bonus: +7. Feats: Dodge, Endurance, Toughness.

    Class Skills: The defenders class skills (and thekey ability for each skill) are Craft (Int), Sense Motive(Wis), and Perception (Wis).

    Skill Points at Each Level: 2 + Int modifier.

    Class Features

    AC Bonus (Ex): The Dwarven Defender receives a

    dodge bonus to Armor Class that starts at +1 andimproves as the defender gains levels, until itreaches +4 at 10th level.

    Weapon and Armor Proficiency: A DwarvenDefender is proficient with all simple and martialweapons, all types of armor, and shields.

    Defensive Stance: When he adopts a defensivestance, a defender gains phenomenal strength anddurability, but he cannot move from the spot he isdefending. He gains +2 to Strength, +4 toConstitution, a +2 resistance bonus on all saves, and

    a +4 dodge bonus to AC. The increase inConstitution increases the defenders hit points by 2points per level, but these hit points go away at theend of the defensive stance when the Constitutionscore drops back 4 points. These extra hit points arenot lost first the way temporary hit points are. Whilein a defensive stance, a defender cannot use skills orabilities that would require him to shift his position.A defensive stance lasts for a number of roundsequal to 3 + the characters (newly improved)Constitution modifier. A defender may end his

    defensive stance voluntarily prior to this limit. At theend of the defensive stance, the defender is windedand takes a 2 penalty to Strength for the duration ofthat encounter. A defender can only use hisdefensive stance a certain number of times per day

    as determined by his level (see Table: The DwarvenDefender). Using the defensive stance takes no timeitself, but a defender can only do so during hisaction.

    Uncanny Dodge (Ex): Starting at 2nd level, a

    Dwarven Defender retains his Dexterity bonus to AC(if any) regardless of being caught flat-footed orstruck by an invisible attacker. (He still loses anyDexterity bonus to AC if immobilized.)

    If a character gains uncanny dodge from a secondclass, the character automatically gains improveduncanny dodge (see below).

    Trap Sense (Ex): At 4th level, a Dwarven Defendergains a +1 bonus on Reflex saves made to avoid trapsand a +1 dodge bonus to AC against attacks by traps.At 8th level, these bonuses rise to +2. These bonuses

    stack with trap sense bonuses gained from otherclasses.

    Damage Reduction (Ex): At 6th level, a DwarvenDefender gains damage reduction. Subtract 3 pointsfrom the damage the Dwarven Defender takes eachtime he is dealt damage. At 10th level, this damagereduction rises to 6/. Damage reduction canreduce damage to 0 but not below 0.

    Improved Uncanny Dodge (Ex): At 6th level, aDwarven Defender can no longer be flanked. Thisdefense denies rogues the ability to use flank attacks

    to sneak attack the Dwarven Defender.The exception to this defense is that a rogue at

    least four levels higher than the Dwarven Defendercan flank him (and thus sneak attack him).

    If a character gains uncanny dodge (see above)from a second class the character automatically gainsimproved uncanny dodge, and the levels from thoseclasses stack to determine the minimum rogue levelrequired to flank the character.

    Mobile Defense (Ex): At 8th level, a DwarvenDefender can adjust his position while maintaining a

    defensive stance. While in a defensive stance, he cantake one 5-foot step each round without losing thebenefit of the stance.

    Table: The Dwarven Defender

    LevelBase

    AttackBonus

    FortSave

    RefSave

    WillSave

    ACBonus

    Special

    1st +1 +2 +0 +2 +1 Defensive Stance 1/day2nd +2 +3 +0 +3 +1 Uncanny Dodge3rd +3 +3 +1 +3 +1 Defensive Stance 2/day

    4th +4 +4 +1 +4 +2 Trap Sense +15th +5 +4 +1 +4 +2 Defensive Stance 3/day

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    6th +6 +5 +2 +5 +2 Damage Reduction 3/ , Improved Uncanny dodge7th +7 +5 +2 +5 +3 Defensive Stance 4/day8th +8 +6 +2 +6 +3 Mobile Defense, Trap Sense +29th +9 +6 +3 +6 +3 Defensive Stance 5/day

    10th +10 +7 +3 +7 +4 Damage Reduction 6/

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    MIDDLE-EARTH D20NEW FEATS

    Additional Favored TerrainYou have additional Favored terrains.Prerequisite: Favored terrain class ability.Benefit: You may choose one additional favored terrain. All bonuses are at base amounts but may

    be increased following the favored terrain ability rules.

    Favored Terrain ExpertYou are especially at home in a specific favored terrain.Prerequisite: Favored terrain class ability.Benefit: You may specify one of your favored terrains. While in that terrain, you gain an

    additional +2 bonus to initiative and to Knowledge (geography), Perception, Stealth, and Survival

    skill checks.

    Sharp-ShootingYour skill with ranged weapons lets you score hits others would miss due to an opponents cover.Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +3.Benefit: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect

    against foes with no cover or total cover.Normal: Cover normally gives a +4 bonus to AC.Special: A fighter may select Sharp-Shooting as one of his fighter bonus feats.

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    MIDDLE-EARTH D20RISKS OF SPELL USE

    At last reluctantly Gandalf himself took a hand. Picking up a faggot he held it aloft for a moment, and then witha word of command, naur an edraith amen! he thrust the end of his staff into the midst of it. At once a great

    spout of green and blue flame sprang out, and the wood flared and sputtered.If there are any to see, then I at least am revealed to them, he said. I have written Gandalf is here in signs

    that all can read from Rivendell to the mouths of Anduin. The Fellowship of the Ring

    In Middle-earth, spells and magic items broadcast that magic is being used to other parties.Anyone who wields magic can sense that broadcast. The Maiar, being creatures of the Sacred Flame,could feel the use of magic; this was the case with Sauron, who could feel its use easily anywhere inthe world. This sense functions similar to the spell, detect magic.

    To sense a broadcasting spell or use of a magic item, a Perception skill check is made. Any spell ormagic item used can be potentially noticed by spellcasters, Maiar, Istari, Elves, or those with Elvenblood. Too, these folk are potentially able to tell the identity of the caster and in what direction theyare from them, but not exactly where. Maiar, Istari, and Noldor Elves gain a +4 bonus to this check;Sindar Elves, Wood Elves, and Dnedain/Nmenreans gain a +1 bonus to this check. Certain items(e.g., the Elven Rings) might dampen attempts to sense their use or their wearers use of magic, whileothers (e.g., the One Ring) might enhance them. The following formula is used to determine thePerception skill check DC:

    Perception DC = 30 Spells Functioning Spell Level or Items Caster Level + Distance Modifier

    Distance Modifier

    100 yards -4

    200 yards -3

    mile -2

    mile -1

    1 mile +0

    Distance Modifier

    2 miles +1

    5 miles +2

    10 miles +3

    15 miles +4

    25 miles +5

    Distance Modifier

    50 miles +6

    100 miles +7*

    250 miles +8*

    500 miles +9*

    1000 miles +10*

    * To sense for magic at distances over 50 miles, one must be actively sensing (a fullround action), and the appropriate distance penalty still applies.

    Thus, a relatively perceptive Elf (Perception 16) can sense a 1st level spell being cast a mile awayon a roll of 13 or higher. The same Elf can sense a 4th level spell being cast automatically (by taking

    10) at one mile. With sufficient time (by taking 20), the same Elf can automatically sense the samespell at a distance of over 1000 miles!

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    MIDDLE-EARTH D20FATEPOINTS(Based on Fate in Middle-earth by Gothmog,[email protected])

    The following are rules meant to simulate the effects of fate on principal characters (the PCs andmajor NPCs) in Middle-earth. Fate can play a fickle role in the events of Middle-earth, allowing themost unassuming people the chance to accomplish great deeds. In order to reflect this in a roleplayingsense, the following system of Fate Points is introduced.

    Fate Points are meant to represent the hidden reserves of luck, confidence, and determination acharacter possesses, as well as a measure of a persons place in the natural order of Middle-earth. Acharacters Fate Points will fluctuate over time, but all characters will have a chance to earn more FatePoints by accomplishing goals in line with their moral philosophies. As a character gains Fate Points,he becomes more capable of handling difficult situations, but a shortage of Fate Points reflects that thecharacters time in Middle-earth might be drawing to an end.

    All characters start the campaign with a number of Fate Points that is based upon their race and

    the age in which the character exists. By the Third Age, the Elves were a vanishing race, no longerconcerning themselves with the affairs of men or, to a large degree, Middle-earth which is reflected asa smaller starting Fate Point pool. Conversely, humans are waxing in the Third Age and are allowedto have a larger number of Fate Points. Hobbits have a large number of Fate Points due to the simplefact that they are extraordinarily lucky, and have great reserves of determination to draw upon. Thefollowing table lists the racial starting values for Fate Points for each age in Middle-earth.

    Race First Age Second Age Third Age Fourth Age

    Dnedain/Nmenrean 5 4 4 4

    Dwarf 3 3 3 3Elf 5 3 2 2

    Half-Orc 4 3 3 2

    Hobbit 5 5 5Man 4 5 5 5

    Fate points can be used in a number of ways to modify a characters fortune. In most cases, thecharacter must state a Fate Point is being used before any roll is made. Usually a character will onlyspend one Fate Point at a time, but up to two Fate Points may be spent on most actions. Any numberof Fate Points can be spent in a single round, as long as the character has enough Fate Points in hisFate Point pool, and is capable of action (not unconscious, dead, etc). The table below details thepossible situations for Fate Points use.

    Possible SituationCost in Fate

    Points

    Declare before

    rolling?Modify any one roll by +5 (not damage) 1 Yes

    Modify any one roll by +10 (not damage) 2 Yes

    Heal 10% of character's hit points (round up) 1 No

    Heal 25% of character's hit points (round up) 2 No

    Take 10 on any roll 1 Yes

    Take 20 on any non-stressful action (not for use in combat or saves) 2 Yes

    Reroll any one die roll (use the 2nd roll, even if its lower) 1 No

    Roll an extra damage die (Note: This is an evil action!) 1 Yes

    Rush of adrenaline (for 1d10 rounds plus one round per level: +2 to all rollsand AC character is exhausted at end of duration)

    2 No

    +5 bonus to AC for a number of rounds equal to level 2 No

    Gain DR 5/ for a number of rounds equal to level 2 No

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    Possible SituationCost in Fate

    PointsDeclare before

    rolling?

    Force GM to reroll any one die roll (use the 2nd roll, even if its higher) 3 No

    Once a Fate Point is spent, it is gone, and will not return on its own. In order to earn more FatePoints, a character must perform actions that are in agreement with his ethical and philosophicaloutlook. For example, a Ranger of the North might earn a Fate Point by helping a village fend off anOrc attack that would have resulted in the destruction of the village. Likewise, a servant of Sauronmight earn a Fate Point by slaying a particular champion of good, or causing great destruction andsuffering. The GM should use his judgment for awarding Fate Points, but should not be too generouswith them. Only one Fate Point may be earned per adventure. Fate points are powerful weapons in acharacters arsenal, and should only be awarded for extraordinary deeds.