Editing PAGE1

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
Back to [[Grey Company:Main Page]]
 
 
 
'''LORD OF THE RINGS TRUE20 SETTING'''
 
'''LORD OF THE RINGS TRUE20 SETTING'''
  
Line 17: Line 15:
  
 
CHARACTER CREATION  
 
CHARACTER CREATION  
* Characters start at 6th level (remember to add +1 bonus to one attribute, except for Elfs due to Level Lag)
+
1. Characters start at 6th level (remember to add +1 bonus to one attribute, except for Elfs due to Level Lag)
* Characters have +7 points to distribute among your six characteristics (STR, DEX, CON, INT, WIS, CHA) [NOTE this does not included you bonus for being 6th level, as Elfs must start at lower levels. See Free People below]
+
2. Characters have +7 points to distribute among your six characteristics (STR, DEX, CON, INT, WIS, CHA) [NOTE this does not included you bonus for being 6th level, as Elfs must start at lower levels. See Free People below]
* Chose a Race of the Free Peoples of Middle Earth (see below)
+
3. Chose a Race of the Free Peoples of Middle Earth (see below)
* Chose a ROLE (Adapt, Expert or Warrior) and at 1st level, also chose a PATH (see below; Paths are only used at First level, to determine starting Skills, Feats and Key Attributes)  
+
4. Chose a ROLE (Adapt, Expert or Warrior) and at 1st level, also chose a PATH (see below; Paths are only used at First level, to determine starting Skills, Feats and Key Attributes)
* Chose a Core Ability as listed in the True20 Companion.  
+
5. Chose a Core Ability as listed in the True20 Companion.  
* Be sure to recorder all of your Skills and Feats awarded by your Race, Background, Role and Path
+
6. Be sure to recorder all of your Skills and Feats awarded by your Race, Background, Role and Path
* In addition to your Peoples Languages (Speech) you gain 1 additional language per Intelligence bonus.
+
7. In addition to your Peoples Languages (Speech) you gain 1 additional language per Intelligence bonus.
* Your Starting Wealth bonus is 8 + your Charisma modifier. You can also start with One Masterwork weapon and One other Masterwork item (armor, tools, etc) for free. Supernatural weapons are not available to begin with, unless you have Imbue Item ''or'' with the Heirloom feat (which allows you one item that is worth your Wealth Score +20). Now even if a character starts with Imbue Item, that does not mean they will be spending any time during the game making new magical items. They can start with one or two minor ones that they have made themselves.   
+
8. Your Starting Wealth bonus is 8 + your Charisma modifier. You can also start with One Masterwork weapon and One other Masterwork item (armor, tools, etc) for free. Supernatural weapons are not available to begin with, unless you have Imbue Item ''or'' with the Heirloom feat (which allows you one item that is worth your Wealth Score +20). Now even if a character starts with Imbue Item, that does not mean they will be spending any time during the game making new magical items. They can start with one or two minor ones that they have made themselves.   
* All character’s Alignments for the Chronicles game are ‘Light’, but remember to choice a Calling that you think best fits your characters out look (Champion of the Common Man, Protecting the North from Angmar, Exploring the World, Learning the Mysteries of Magic, etc)
+
9. All character’s Alignments for the Chronicles game are ‘Light’, but remember to choice a Calling that you think best fits your characters out look (Champion of the Common Man, Protecting the North from Angmar, Exploring the World, Learning the Mysteries of Magic, etc)
  
  
Line 31: Line 29:
  
 
'''THE FREE PEOPLE OF MIDDLE EARTH'''
 
'''THE FREE PEOPLE OF MIDDLE EARTH'''
 
 
'''Dwarfs''' (Khazâd) - short and stocky, strong and hardy, they endure pain, fatigue and suffering more readily then any other race of Middle Earth.  
 
'''Dwarfs''' (Khazâd) - short and stocky, strong and hardy, they endure pain, fatigue and suffering more readily then any other race of Middle Earth.  
* Attribute Modifiers: +1 Str and +1 Con, but -1 Cha
+
1. Attribute Modifiers: +1 Str and +1 Con, but -1 Cha
* Animal Aversion: -2 to Ride and Handle Animals skill checks
+
2. Animal Aversion: -2 to Ride and Handle Animals skill checks
* Hardness of Body: as '''Endurance''' feat, +4 to resisting Fatigue
+
3. Hardness of Body: as '''Endurance''' feat, +4 to resisting Fatigue
* Hardness of Mind: +2 Willpower tests to resist Intimidations, fear, domination or Mind Control (normal or supernatural)
+
4. Hardness of Mind: +2 Willpower tests to resist Intimidations, fear, domination or Mind Control (normal or supernatural)
* Healthy: +6 to Fortitude saves to resist disease
+
5. Healthy: +6 to Fortitude saves to resist disease
* Low-Light Vision: Dwarfs can see better then most Men in the dark (as Feat '''Night Vision''')
+
6. Low-Light Vision: Dwarfs can see better then most Men in the dark (as Feat '''Night Vision''')
* Slow Move: 20ft base, but Stout and suffer no additional movement penalties for wearing heavy armor
+
7. Slow Move: 20ft base, but Stout and suffer no additional movement penalties for wearing heavy armor
* Speech: Khuzdul and Westron  
+
8. Speech: Khuzdul and Westron  
  
 
Backgrounds: Chose One additional trained Skill and One Feat from the following lists…
 
Backgrounds: Chose One additional trained Skill and One Feat from the following lists…
Line 50: Line 47:
  
 
'''Elfs''' (the Eldar Races) come in three basic variants. Note that Elfs as listed in Tolkien are simply better then any of the other races. As such, all have some level of Level Lag, per the True20 Bestiary and Companion.
 
'''Elfs''' (the Eldar Races) come in three basic variants. Note that Elfs as listed in Tolkien are simply better then any of the other races. As such, all have some level of Level Lag, per the True20 Bestiary and Companion.
 
 
NOLDON (also called High Elfs) the oldest and noblest of the Eldar race, they tend towards blond or gold hair and light pale skins, with large clear blue or green eyes.  
 
NOLDON (also called High Elfs) the oldest and noblest of the Eldar race, they tend towards blond or gold hair and light pale skins, with large clear blue or green eyes.  
* Attribute Modifiers: +1 Dex, +1 Int, +1 Wis, +2 Cha
+
1. Attribute Modifiers: +1 Dex, +1 Int, +1 Wis, +2 Cha
* Noldorin Lore: '''Talanted''' - one Knowledge skill (players choice) and to Craft (Smith) skill
+
2. Noldorin Lore: '''Talanted''' - one Knowledge skill (players choice) and to Craft (Smith) skill
* Inner Light +4 all rolls to resist the powers of the Shadows (as Feat '''Pure-Heart''')
+
3. Inner Light +4 all rolls to resist the powers of the Shadows (as Feat '''Pure-Heart''')
* Greater Gifts: all Powers are at Noldon elfs’ level +3. At 1st level Noldon elfs gain Valar Shield; at 5th level they gain Second Sight; at 10th level they gain Purifying Light; and at 15th level they gain Imbue Life
+
4. Greater Gifts: all Powers are at Noldon elfs’ level +3. At 1st level Noldon elfs gain Valar Shield; at 5th level they gain Second Sight; at 10th level they gain Purifying Light; and at 15th level they gain Imbue Life
* Speech: Quenya, Sindarin, and Westron
+
5. Speech: Quenya, Sindarin, and Westron
* Level Lag: 2
+
6. Level Lag: 2
 
 
 
SINDAR (also called Grey-Elfs) most have straight pale blond hair with light skin, and large clear eyes.
 
SINDAR (also called Grey-Elfs) most have straight pale blond hair with light skin, and large clear eyes.
* Attribute Modifiers:  +1 Dex and +1 Int
+
1. Attribute Modifiers:  +1 Dex and +1 Int
* Musically Gifted: Feat '''Talented''' – Diplomacy and Perform; also all types of Performs skills can be used untrained  
+
2. Musically Gifted: Feat '''Talented''' – Diplomacy and Perform; also all types of Performs skills can be used untrained  
* Speech: Sindarin, Silvan, and Westron
+
3. Speech: Sindarin, Silvan, and Westron
* Level Lag: 1
+
4. Level Lag: 1
 
 
 
The SILVAN (also called Wood Elfs) are the youngest of the Eldar races, and tend to slightly shorter with darker complexions and dark colored hair and eyes.  
 
The SILVAN (also called Wood Elfs) are the youngest of the Eldar races, and tend to slightly shorter with darker complexions and dark colored hair and eyes.  
* Attribute Modifiers: +1 Dex and +1 Cha
+
1. Attribute Modifiers: +1 Dex and +1 Cha
* Woodsy: Feat '''Talented''' – Knowledge (nature) and Survival  
+
2. Woodsy: Feat '''Talented''' – Knowledge (nature) and Survival  
* Speech: Silvan, Sindarin, and Westron
+
3. Speech: Silvan, Sindarin, and Westron
* Level Lag: 1
+
4. Level Lag: 1
  
 
All Elfs gain the following Bonuses also…
 
All Elfs gain the following Bonuses also…
* Ageless: all elfs are Immortal and as such never suffer any of the penalties for old age, but they gain any benefits to mental stats (see rules book)
+
1. Ageless: all elfs are Immortal and as such never suffer any of the penalties for old age, but they gain any benefits to mental stats (see rules book)
* Lore: all Knowledge skills can be used untrained by elfs  
+
2. Lore: all Knowledge skills can be used untrained by elfs  
* the Art: all Elfs receive one '''Arcane Power''' feat for free, that can be chosen from the following list – Cure, Enhance Senses, Nature Reading, Second Sight, Supernatural Weapon, True Vision, Valar Shield. This power’s level is equal to the elf’s level +3
+
3. the Art: all Elfs receive one '''Arcane Power''' feat for free, that can be chosen from the following list – Cure, Enhance Senses, Nature Reading, Second Sight, Supernatural Weapon, True Vision, Valar Shield. This power’s level is equal to the elf’s level +3  
* Beast Skill: +4 bonus to Handle Animals and Ride (and can use Ride untrained)  
+
4. Beast Skill: +4 bonus to Handle Animals and Ride (and can use Ride untrained)  
* Comfort: Elfs feel no discomfort in extreme hot or cold weather  
+
5. Comfort: Elfs feel no discomfort in extreme hot or cold weather  
* Elf-Sight: includes Feats '''Night Vision''' and '''Skill Focus (Notice)'''
+
6. Elf-Sight: includes Feats '''Night Vision''' and '''Skill Focus (Notice)'''
* Ghost-Scorn: the ghosts of Men hold no terror for the Elfs, who are immune to their fear effects. This includes Ghost abilities such as Heart Shaping (fear), Terrifying Moans and Procession but not powers such as Drain Vitality or manifested attacks.  
+
7. Ghost-Scorn: the ghosts of Men hold no terror for the Elfs, who are immune to their fear effects. This includes Ghost abilities such as Heart Shaping (fear), Terrifying Moans and Procession but not powers such as Drain Vitality or manifested attacks.  
* Immortal Heath: Elfs are immune to all the normal disease of Men and lesser races.
+
8. Immortal Heath: Elfs are immune to all the normal disease of Men and lesser races.
* Lightfootedness: includes Feats '''Improved Speed''' and '''Trackless'''
+
9. Lightfootedness: includes Feats '''Improved Speed''' and '''Trackless'''
* Swift Healing: Elfs gain +2 check to recover from damage
+
10. Swift Healing: Elfs gain +2 check to recover from damage
* Wandering Mind: most Elfs found on Middle Earth are old and have seen the passing of many ages. They are slow to feel any great passion and as such receive 1 less Conviction Point then normal.   
+
11. Wandering Mind: most Elfs found on Middle Earth are old and have seen the passing of many ages. They are slow to feel any great passion and as such receive 1 less Conviction Point then normal.   
  
 
Backgrounds: Chose One additional trained Skill…
 
Backgrounds: Chose One additional trained Skill…
Line 96: Line 90:
  
 
'''Hobbits''' - rarely standing more then half that of a normal Man (hence their nick-name Halflings) they are rare outside the Shire or riverlands.  
 
'''Hobbits''' - rarely standing more then half that of a normal Man (hence their nick-name Halflings) they are rare outside the Shire or riverlands.  
 
 
FALLOHIDE - the least numerous type of Hobbits they are often interact well with Men and other non-Hobbits. The tend to light skin and dark eyes and hair
 
FALLOHIDE - the least numerous type of Hobbits they are often interact well with Men and other non-Hobbits. The tend to light skin and dark eyes and hair
* Attribute Modifiers: +1 Dex, +1 Wis, but -1 Str
+
1. Attribute Modifiers: +1 Dex, +1 Wis, but -1 Str
 
 
 
HARFOOT - the most numerous type, who tend to be the shortest of the all, with no specific coloration  
 
HARFOOT - the most numerous type, who tend to be the shortest of the all, with no specific coloration  
* Attribute Modifiers: +2 Dex, but -1 Str
+
1. Attribute Modifiers: +2 Dex, but -1 Str
  
 
All Hobbits gain the following bonuses…
 
All Hobbits gain the following bonuses…
* Speech: all Hobbits speak Westron
+
1. Speech: all Hobbits speak Westron
* Quick and small: +1 to Defense scores (even when flat-footed)
+
2. Quick and small: +1 to Defense scores (even when flat-footed)
* Soft-Footed: +3 to Sneak
+
3. Soft-Footed: +3 to Sneak
* Sure at the Mark: +1 to all Attack rolls with Ranged Attacks  
+
4. Sure at the Mark: +1 to all Attack rolls with Ranged Attacks  
* Tough as Old Tree-Roots: +4 tests to resist Corruption  
+
5. Tough as Old Tree-Roots: +4 tests to resist Corruption  
* Slow Movement: Hobbits  20ft base speed
+
6. Slow Movement: Hobbits  20ft base speed
  
 
Backgrounds: Chose One additional trained Skill and One additional Feat from the following lists…
 
Backgrounds: Chose One additional trained Skill and One additional Feat from the following lists…
Line 121: Line 113:
  
 
'''The Race of Men''' - the most numerous and diverse of the Free Peoples in the Third Age.
 
'''The Race of Men''' - the most numerous and diverse of the Free Peoples in the Third Age.
 
 
DÚNEDÀIN - descended from the Edain, they are the tallest, fairest and longest lived of the Races of Men (generally living around 200-250 years of age).     
 
DÚNEDÀIN - descended from the Edain, they are the tallest, fairest and longest lived of the Races of Men (generally living around 200-250 years of age).     
* Attribute Modifiers: +1 Int or Cha
+
1. Attribute Modifiers: +1 Int or Cha
* Speech: Westron and Sindarin
+
2. Speech: Westron and Sindarin
 
 
 
MIDDLE PEOPLE - a mix of the different Manish races, the most common in Middle Earth
 
MIDDLE PEOPLE - a mix of the different Manish races, the most common in Middle Earth
* Attribute Modifiers:  +1 to any one Attribute  
+
1. Attribute Modifiers:  +1 to any one Attribute  
* Speech: Westron
+
2. Speech: Westron
 
 
 
MEN OF DARKNESS (Easterling and Southron) - dark men of the far East and South, most are allied with the Enemy and worship the likeness of Sauron (whom they still believe is still ‘alive’)
 
MEN OF DARKNESS (Easterling and Southron) - dark men of the far East and South, most are allied with the Enemy and worship the likeness of Sauron (whom they still believe is still ‘alive’)
* Attribute Modifiers:  +1 to Str and Dex, but -1 to Int   
+
1. Attribute Modifiers:  +1 to Str and Dex, but -1 to Int   
* Speech: Westron and various local dialects
+
2. Speech: Westron and various local dialects
 
 
 
WILD MEN (Woses and Lossoth) - fairly rare and well hidden from the other races, they tend to be short, squat, ugly and 'barbaric' looking (dressing in simple furs and leathers, no metal working ability)  
 
WILD MEN (Woses and Lossoth) - fairly rare and well hidden from the other races, they tend to be short, squat, ugly and 'barbaric' looking (dressing in simple furs and leathers, no metal working ability)  
* Attribute Modifiers:  +1 to Con and +1 to Wis, but -1 to Cha   
+
1. Attribute Modifiers:  +1 to Con and +1 to Wis, but -1 to Cha   
* Speech: Pûkeal, broken Westron   
+
2. Speech: Pûkeal, broken Westron   
* Woodsmen Heart – additional Starting (rank 4 each) Skills : Sneak and Survival, additional Feats: '''Talented''' (Sneak and Survival) and '''Track'''
+
3. Woodsmen Heart – additional Starting (rank 4 each) Skills : Sneak and Survival, additional Feats: '''Talented''' (Sneak and Survival) and '''Track'''
  
 
All Men gain the following…
 
All Men gain the following…
* Adaptable: gain one additional Feat of choice (can be taken from any General, Expert or Martial Feats)
+
1. Adaptable: gain one additional Feat of choice (can be taken from any General, Expert or Martial Feats)
* the Dominion of Man: add +1 to base Conviction score
+
2. the Dominion of Man: add +1 to base Conviction score
* Skilled: gain one additional starting Skill of choice at 1st level.  
+
3. Skilled: gain one additional starting Skill of choice at 1st level.  
  
 
Backgrounds: Choose One additional trained Skill and One additional Feat from the following lists (except for Wild Men who do not gain any additional background skills or feats)…
 
Backgrounds: Choose One additional trained Skill and One additional Feat from the following lists (except for Wild Men who do not gain any additional background skills or feats)…
Line 154: Line 142:
 
* Men of Gondor (Middle Men): Skill (chose one) - Bluff, Craft (any one), Diplomacy, Gather Information, Knowledge (any one), Ride; Feat (chose one) - Armor Training (one), Heirloom, Jack of All Trades, Shield Training, Skill Training, Wealthy, Weapon Training
 
* Men of Gondor (Middle Men): Skill (chose one) - Bluff, Craft (any one), Diplomacy, Gather Information, Knowledge (any one), Ride; Feat (chose one) - Armor Training (one), Heirloom, Jack of All Trades, Shield Training, Skill Training, Wealthy, Weapon Training
 
* Horseclans (Middle Men): Skills (chose one) – Handle Animals, Ride, Survival; Feats (chose one) – Beast Companion (horse), Vehicle Combat (mounted), Weapon Training  
 
* Horseclans (Middle Men): Skills (chose one) – Handle Animals, Ride, Survival; Feats (chose one) – Beast Companion (horse), Vehicle Combat (mounted), Weapon Training  
* Northmen/Rhovanion (Middle Men): Skills (chose one) – Handle Animals, Sneak, Survival, Swim; Feats (chose one) – Armor Training (one), Track, Weapon Training
 
 
* Man of Minas Anor (Dúnedàin): Skill (chose one); - Diplomacy, Perform, Ride; Feat (chose one) – Arcane Power (Valor Shield)#, Heirloom, Night Vision, Wealthy, Weapon Training
 
* Man of Minas Anor (Dúnedàin): Skill (chose one); - Diplomacy, Perform, Ride; Feat (chose one) – Arcane Power (Valor Shield)#, Heirloom, Night Vision, Wealthy, Weapon Training
  
# # this power’s level is at the character’s total level, ''or'' their Adapt level +3, whichever is greater
+
# this power’s level is at the character’s total level, ''or'' their Adapt level +3, whichever is greater
 
 
 
 
  
Common Tongues of Middle Earth
 
* Adûnaic – language of the Black Númenoreans and Corsairs.
 
* Atliduk – language of the Beornings peoples.
 
* Black Speech (Morbeth) – tongue of Mordor and various evil peoples and races.
 
* Duneal – language of the Dulending and other hill-people.
 
* Haradaic – language of the Southron and other southern tribes of men.
 
* Khuzdul (Dwarfish) – tongue of the Dwarf people, fairly secret, especially the written form.
 
* Labba – language of the Lossoth people of the far north.
 
* Logathing – also called ''Eastling'' and is the tongue of the Men of the far Eastern lands.
 
* Orkish Tongues – language of the Orc tribes, there are four main types that are spoken and very distinct from one another: Angmar Orkish (spoken by the Orc of the lands of Angmar and serve the Witch-King), Mountain Ork (spoken by Orcs of the Misty Mountains), Wood Ork (spoken by the Orcs around and within the Mirkwood forest) and Dark Orc (spoken by the Orc tribes of Mordor).
 
* Pûkeal – the spoken tongue of the Wose. Its’ written form is complex picture-graphs.
 
* Quenya (High Elves) – language of the Noldon elfs.
 
* Sindarin (Grey Elves) – language of the Sindar elfs.
 
* Silvan (Wood Elves) – language of the Silvan elfs.
 
* Westron (Common Tongue) – the base tongue of the lands of Elendil Kingdom of Arnor, the Northman of Rhovanion and Gondor. 
 
  
  
Line 184: Line 154:
  
 
'''ADAPTS''' – those who work magic and the mystical; they are fairly rare within Middle Earth, and should multi-classes at least half their levels into the role of Expert or Warrior (most especially Experts/Loremasters). The Adapts Key Attribute is also the controlling attribute for their Arcane Powers. Finally, there have been no cases of a Dwarf or a Hobbit studying the magical arts and they should not be allowed to take any levels in Adapt. Dwarfs can still ‘Imbue Items’ with runes, etc. but they do not cast spells.   
 
'''ADAPTS''' – those who work magic and the mystical; they are fairly rare within Middle Earth, and should multi-classes at least half their levels into the role of Expert or Warrior (most especially Experts/Loremasters). The Adapts Key Attribute is also the controlling attribute for their Arcane Powers. Finally, there have been no cases of a Dwarf or a Hobbit studying the magical arts and they should not be allowed to take any levels in Adapt. Dwarfs can still ‘Imbue Items’ with runes, etc. but they do not cast spells.   
 
 
'''Healer''' one of the few ‘spell-caster’ types that is not feared and often welcomed by the common folk.  
 
'''Healer''' one of the few ‘spell-caster’ types that is not feared and often welcomed by the common folk.  
 
* Key Attribute: Wisdom  
 
* Key Attribute: Wisdom  
Line 190: Line 159:
 
* Starting Feats: Cure, Mind Over Body, plus two from the following list – Calm, Canny Defense, Cure Blindness/Deafness, Cure Disease, Cure Poison, Heart Shaping, Weapon Training  
 
* Starting Feats: Cure, Mind Over Body, plus two from the following list – Calm, Canny Defense, Cure Blindness/Deafness, Cure Disease, Cure Poison, Heart Shaping, Weapon Training  
 
* Additional Suggested Powers: any power listing in starting feats that the caster did not take, plus Cloud Minds, Heart Reading, Heart Shaping, Valar Shield  
 
* Additional Suggested Powers: any power listing in starting feats that the caster did not take, plus Cloud Minds, Heart Reading, Heart Shaping, Valar Shield  
 
 
'''Magician/Sorcerer''' also called Wizards and ‘shapers’ as they shape and control the very elements of Middle Earth to work their feats of magic. Sorcerers are often corrupted as their powers work toward harming and controlling others. They are the rarest of all the power users on Middle Earth.  
 
'''Magician/Sorcerer''' also called Wizards and ‘shapers’ as they shape and control the very elements of Middle Earth to work their feats of magic. Sorcerers are often corrupted as their powers work toward harming and controlling others. They are the rarest of all the power users on Middle Earth.  
 
* Key Attribute: Intelligence
 
* Key Attribute: Intelligence
Line 196: Line 164:
 
* Starting Feats: Elemental Shaping (any One of player’s choice), Valar Shield plus two from the following list – Canny Defense, Cloud Minds, Elemental Blast (same as Element Shaping), Elemental Weapon (same as Elemental Shaping), Familiar, Imbue Object, Move Object, Weapon Training, plus any other Shaping power.
 
* Starting Feats: Elemental Shaping (any One of player’s choice), Valar Shield plus two from the following list – Canny Defense, Cloud Minds, Elemental Blast (same as Element Shaping), Elemental Weapon (same as Elemental Shaping), Familiar, Imbue Object, Move Object, Weapon Training, plus any other Shaping power.
 
* Additional Suggested Powers: any power listed in the starting feats that the caster did not take, plus most other powers listed in True20 not listed for Healers and Seers. Wizards and Sorcerers tend to have the widest range of powers on Middle Earth.   
 
* Additional Suggested Powers: any power listed in the starting feats that the caster did not take, plus most other powers listed in True20 not listed for Healers and Seers. Wizards and Sorcerers tend to have the widest range of powers on Middle Earth.   
 
 
'''Seer''' the most common (all be it, still rare) spellcaster in Middle Earth, they use their powers to see into the future or the past or far away from where they are…
 
'''Seer''' the most common (all be it, still rare) spellcaster in Middle Earth, they use their powers to see into the future or the past or far away from where they are…
 
* Key Attributes: Charisma
 
* Key Attributes: Charisma
Line 205: Line 172:
  
 
'''EXPERT''' – those whom excel at skills and non-martial and non-arcane ways.  
 
'''EXPERT''' – those whom excel at skills and non-martial and non-arcane ways.  
 
 
'''Craftsmen''' are builders, innkeepers, and farmers that make up the bulk of the races peoples.  
 
'''Craftsmen''' are builders, innkeepers, and farmers that make up the bulk of the races peoples.  
 
* Key Attribute: Intelligence, Charisma
 
* Key Attribute: Intelligence, Charisma
Line 211: Line 177:
 
* Starting Skills: Diplomacy, Drive (wagons and carts), Gather Information, Knowledge (civics), (current events), (merchant), Notice, Sense Motives
 
* Starting Skills: Diplomacy, Drive (wagons and carts), Gather Information, Knowledge (civics), (current events), (merchant), Notice, Sense Motives
 
* Starting Feats: Talented (Knowledge [merchant] and Sense Motives)
 
* Starting Feats: Talented (Knowledge [merchant] and Sense Motives)
 
 
'''Loremaster''' great learners, teachers and Sages
 
'''Loremaster''' great learners, teachers and Sages
 
* Key Attribute: Intelligence, Wisdom
 
* Key Attribute: Intelligence, Wisdom
Line 217: Line 182:
 
* Starting Skills: Concentration, Knowledge (any four of choice), Language, Notice, Research  
 
* Starting Skills: Concentration, Knowledge (any four of choice), Language, Notice, Research  
 
* Starting Feats: Jack-of-All-Trades, Skill Mastery, Talented (one Knowledge of choice and Research)
 
* Starting Feats: Jack-of-All-Trades, Skill Mastery, Talented (one Knowledge of choice and Research)
 
 
'''Mariner''' sailors of Gondor and the elfs of the Grey Heavens or even the Corsairs of the South
 
'''Mariner''' sailors of Gondor and the elfs of the Grey Heavens or even the Corsairs of the South
 
* Key Attributes: Dexterity, Constitution
 
* Key Attributes: Dexterity, Constitution
Line 223: Line 187:
 
* Starting Skills: Acrobatics, Bluff, Drive (Sailing), Climb, Jump, Notice, Sleight of Hands, Swim
 
* Starting Skills: Acrobatics, Bluff, Drive (Sailing), Climb, Jump, Notice, Sleight of Hands, Swim
 
* Starting Feats: Armor Training (light), Weapon Training, plus two from the following list – Acrobatic Bluff, Taunt,  
 
* Starting Feats: Armor Training (light), Weapon Training, plus two from the following list – Acrobatic Bluff, Taunt,  
 
 
'''Minstrel''' singers and traveling storytellers, they are one of the few wanders of Middle Earth
 
'''Minstrel''' singers and traveling storytellers, they are one of the few wanders of Middle Earth
 
* Key Attributes: Dexterity, Charisma
 
* Key Attributes: Dexterity, Charisma
Line 229: Line 192:
 
* Starting Skills: Bluff, Diplomacy, Gather Information, Knowledge (history), Perform (one of choice), Sense Motives
 
* Starting Skills: Bluff, Diplomacy, Gather Information, Knowledge (history), Perform (one of choice), Sense Motives
 
* Starting Feats: Armor Training (light), Fascinate (Perform), Taunt, Weapon Training
 
* Starting Feats: Armor Training (light), Fascinate (Perform), Taunt, Weapon Training
 
 
'''Noble''' found in all of the civilized lands, the leaders of Free Peoples of Middle Earth
 
'''Noble''' found in all of the civilized lands, the leaders of Free Peoples of Middle Earth
 
* Key Attributes: Intelligence, Charisma
 
* Key Attributes: Intelligence, Charisma
Line 235: Line 197:
 
* Starting Skills: Diplomacy, Gather Information, Knowledge (heraldry), Notice, Sense Motive, Ride
 
* Starting Skills: Diplomacy, Gather Information, Knowledge (heraldry), Notice, Sense Motive, Ride
 
* Starting Skills: Armor Training (light), Benefit, Weapon Training, plus one of the following list – Fascinate, Inspire, Wealth
 
* Starting Skills: Armor Training (light), Benefit, Weapon Training, plus one of the following list – Fascinate, Inspire, Wealth
 
 
'''Scout''' woodsmen and hunters, they are not as combat focused as Rangers or other defenders of the wild lands.  
 
'''Scout''' woodsmen and hunters, they are not as combat focused as Rangers or other defenders of the wild lands.  
 
* Key Attributes: Dexterity, Wisdom
 
* Key Attributes: Dexterity, Wisdom
Line 241: Line 202:
 
* Starting Skills: Climb, Handle Animals, Knowledge (nature), Notice, Search, Sneak, Survival, Swim
 
* Starting Skills: Climb, Handle Animals, Knowledge (nature), Notice, Search, Sneak, Survival, Swim
 
* Starting Feats: Armor Training (light), Track, Weapon Training and one from the following list – Animal Empathy, Hide In Plain Sight, Point Blank Shot, Surprise Strike  
 
* Starting Feats: Armor Training (light), Track, Weapon Training and one from the following list – Animal Empathy, Hide In Plain Sight, Point Blank Shot, Surprise Strike  
 
 
'''Thief/Rogue''' be they a professional thief or simply an ‘adventurous’ rogue  
 
'''Thief/Rogue''' be they a professional thief or simply an ‘adventurous’ rogue  
 
* Key Attributes: Dexterity, Intelligence
 
* Key Attributes: Dexterity, Intelligence
Line 250: Line 210:
  
 
'''WARRIORS''' those whom focus on the martial arts of weapons, etc.
 
'''WARRIORS''' those whom focus on the martial arts of weapons, etc.
 
 
'''Barbarian''' savage primitive warriors
 
'''Barbarian''' savage primitive warriors
 
* Key Attributes: Strength, Constitution
 
* Key Attributes: Strength, Constitution
 
* Starting Skills: Climb, Jump, Notice, Survival
 
* Starting Skills: Climb, Jump, Notice, Survival
 
* Starting Feats: Armor Training (light), Attack Focus (ax or sword or bow), Weapon Training; plus one from the following list – Improved Speed, Power Attack, Rage, Sunder  
 
* Starting Feats: Armor Training (light), Attack Focus (ax or sword or bow), Weapon Training; plus one from the following list – Improved Speed, Power Attack, Rage, Sunder  
 
 
'''Clansman''' one of the Horse lords as they are call, Northmen of the East and Mark lands (Rohan does not exist yet, of course)
 
'''Clansman''' one of the Horse lords as they are call, Northmen of the East and Mark lands (Rohan does not exist yet, of course)
 
* Key Attributes: Strength, Dexterity
 
* Key Attributes: Strength, Dexterity
 
* Starting Skills: Handle Animals, Notice, Ride, Survival
 
* Starting Skills: Handle Animals, Notice, Ride, Survival
 
* Starting Feats: Armor Training (light), Attack Focus (chose one), Vehicle Combat (mounted), Weapon Training  
 
* Starting Feats: Armor Training (light), Attack Focus (chose one), Vehicle Combat (mounted), Weapon Training  
 
 
'''Knight''' noble warriors, mostly from Arnor, Gondor and Minas Tirith
 
'''Knight''' noble warriors, mostly from Arnor, Gondor and Minas Tirith
 
* Key Attributes: Strength, Charisma
 
* Key Attributes: Strength, Charisma
 
* Starting Skills: Diplomacy, Intimidate, Knowledge (heraldry), Ride
 
* Starting Skills: Diplomacy, Intimidate, Knowledge (heraldry), Ride
 
* Starting Feats: Armor Training (light, heavy), Vehicle Combat (mounted), Weapon Training
 
* Starting Feats: Armor Training (light, heavy), Vehicle Combat (mounted), Weapon Training
 
 
'''Ranger''' found almost exclusively in the north, especially within Arnor, they are woodsmen and warriors
 
'''Ranger''' found almost exclusively in the north, especially within Arnor, they are woodsmen and warriors
 
* Key Attributes: Dexterity, Wisdom
 
* Key Attributes: Dexterity, Wisdom
 
* Starting Skills: Knowledge (nature), Notice, Sneak, Survival
 
* Starting Skills: Knowledge (nature), Notice, Sneak, Survival
 
* Starting Feats: Armor Training (light), Track, Weapon Training; plus chose one of the following – Animal Empathy, Beast Companion, Endurance, Favored Foe, Trackless, Trailblazer
 
* Starting Feats: Armor Training (light), Track, Weapon Training; plus chose one of the following – Animal Empathy, Beast Companion, Endurance, Favored Foe, Trackless, Trailblazer
 
 
'''Sheriff''' professional law-enforcers for many towns and villages of Men and Hobbits.   
 
'''Sheriff''' professional law-enforcers for many towns and villages of Men and Hobbits.   
 
* Key Attributes: Strength, Charisma
 
* Key Attributes: Strength, Charisma
 
* Starting Skills: Diplomacy, Knowledge (civics), Notice, Sense Motives
 
* Starting Skills: Diplomacy, Knowledge (civics), Notice, Sense Motives
 
* Starting Feats: Armor Training (light), Favored Foe (Thieves, or Bandits), Stunning Attack, Weapon Training
 
* Starting Feats: Armor Training (light), Favored Foe (Thieves, or Bandits), Stunning Attack, Weapon Training
 
 
'''Soldier''' the most common fighting men and women, found throughout Middle Earth
 
'''Soldier''' the most common fighting men and women, found throughout Middle Earth
 
* Key Attributes: Strength, Constitution
 
* Key Attributes: Strength, Constitution
Line 288: Line 242:
  
 
NOTES
 
NOTES
* Armor Check Penalty also applies to all Power Check rolls.  
+
1. Armor Check Penalty also applies to all Power Check rolls.  
* Saves vs. Fatigue for casting of Powers is a '''Fortitude''' save, not a Will save.
+
2. Saves vs. Fatigue for casting of Powers is a '''Fortitude''' save, not a Will save.
* Human Adapts must have both hands free and speak their Arcane words in a firm, loud voice to cast their spells effectively. They can perform most spell casting at a whisper, but there is a -2 penalty to their roll. With the Sleight of Hand DC15 skill check, they can make their gestures look more mundane. If a Human Adapt is gagged and bond they can not cast spells. Elfs cast spells through song, and must sing in ancient tongues to achieve success. If an Elf is bond and gagged they can not cast their spells.   
+
3. Human Adapts must have both hands free and speak their Arcane words in a firm, loud voice to cast their spells effectively. They can perform most spell casting at a whisper, but there is a -2 penalty to their roll. With the Sleight of Hand DC15 skill check, they can make their gestures look more mundane. If a Human Adapt is gagged and bond they can not cast spells. Elfs cast spells through song, and must sing in ancient tongues to achieve success. If an Elf is bond and gagged they can not cast their spells.   
 +
 
 +
'''Powers from the Bestiary that are Allowed''': Cloud Minds, Corrupting Shadow, Purifying Light, Shadow Shaping, Summon Beasts, True Visions
 +
 
 +
'''Powers Not Allowed''' (from True20 and Bestiary): Apport, Blink, Computer Link, Energy Shaping, Plane Shift, Summon Elemental, Summon Outsider, Teleport
 +
 
 +
'''Rare Powers''' (players should not start with any of these powers): Elemental Blast (mostly Fire), Flesh Shaping, Imbue Life, Phase, Self Shaping, Wind Walking
 +
 
 +
'''Corrupting Powers''' (these powers are always corrupting when used. Note that even allowed powers can be corrupting if used in an evil and harmful way): Dominate, Drain Vitality, Harm, Imbue Unlife, Pain, Shadow Shaping
  
* '''Powers from the Bestiary that are Allowed''': Cloud Minds, Corrupting Shadow, Purifying Light, Shadow Shaping, Summon Beasts, True Visions
+
'''Dangerous Powers''' (these can be corrupting very easy, but there are cases where they are not): Flesh Shaping, Heart Shaping, Mind Shaping   
* '''Powers Not Allowed''' (from True20 and Bestiary): Apport, Blink, Computer Link, Energy Shaping, Plane Shift, Summon Elemental, Summon Outsider, Teleport
 
* '''Rare Powers''' (players should not start with any of these powers): Elemental Blast (mostly Fire), Flesh Shaping, Imbue Life, Phase, Self Shaping, Wind Walking
 
* '''Corrupting Powers''' (these powers are always corrupting when used. Note that even allowed powers can be corrupting if used in an evil and harmful way): Dominate, Drain Vitality, Harm, Imbue Unlife, Pain, Shadow Shaping
 
* '''Dangerous Powers''' (these can be corrupting very easy, but there are cases where they are not): Flesh Shaping, Heart Shaping, Mind Shaping   
 
  
  
Line 307: Line 265:
 
 
 
'''Armor''' (type) Tough bonus, Cost, Weight
 
'''Armor''' (type) Tough bonus, Cost, Weight
* Leather (light) tough +1, Cost 12, Wt 15lbs
+
Leather (light) tough +1, Cost 12, Wt 15lbs
* Studded leather (light) tough +2, cost 13, Wt 20lbs
+
Studded leather (light) tough +2, cost 13, Wt 20lbs
* Hide (medium) tough +2, cost 11, Wt 25lbs
+
Hide (medium) tough +2, cost 11, Wt 25lbs
* Scale mail (medium) tough +3,  cost 15, Wt 40lbs
+
Scale mail (medium) tough +3,  cost 15, Wt 40lbs
* Chain mail (medium) tough +3, cost 18, Wt 35lbs
+
Chain mail (medium) tough +3, cost 18, Wt 35lbs
* Breastplate (medium) tough +3, cost 19, Wt 30lbs
+
Breastplate (medium) tough +3, cost 19, Wt 30lbs
* Splint mail (heavy) tough +4, cost 20, Wt 45lbs
+
Splint mail (heavy) tough +4, cost 20, Wt 45lbs
* Banded mail (heavy) tough +4, cost 21, Wt 40lbs
+
Banded mail (heavy) tough +4, cost 21, Wt 40lbs
* Plate and mail (heavy) tough +5, cost 22, Wt 50lbs
+
Plate and mail (heavy) tough +5, cost 22, Wt 50lbs
  
 
'''Armor Craftsmanship level''' – Cost modification, ACP modification
 
'''Armor Craftsmanship level''' – Cost modification, ACP modification
* Masterwork – cost +3, ACP 1 less
+
Masterwork – cost +3, ACP 1 less
* Mastercraft – cost +6, ACP 2 less
+
Mastercraft – cost +6, ACP 2 less
* Superior craft – cost +9, ACP 3 less  
+
Superior craft – cost +9, ACP 3 less  
  
  
Line 326: Line 284:
 
Something like Fordo’s Mithral Mail Shirt would be +8 DR, -0 ACP, weighs maybe 3 lbs, and cost over 40 at least  
 
Something like Fordo’s Mithral Mail Shirt would be +8 DR, -0 ACP, weighs maybe 3 lbs, and cost over 40 at least  
 
Elf and Dwarf-made items are almost always Masterwork and generally not for sale. Some examples…
 
Elf and Dwarf-made items are almost always Masterwork and generally not for sale. Some examples…
* Elfbow [as a shortbow, but masterwork and +30ft range increments]
+
Elfbow [as a shortbow, but masterwork and +30ft range increments]
* Elf-Rope, 50ft (1lb) with double the weight limit of normal rope
+
Elf-Rope, 50ft (1lb) with double the weight limit of normal rope
* Elf-Cloaks (2lbs) [add +2 to Fort saves vs. environmental hazards and +4 to Sneak]
+
Elf-Cloaks (2lbs) [add +2 to Fort saves vs. environmental hazards and +4 to Sneak]
* Dwarf Heavy Armor [any metal Armor, is masterwork, adds +1 Tough, +20% to base weight] Cost +4
+
Dwarf Heavy Armor [any metal Armor, is masterwork, adds +1 Tough, +20% to base weight] Cost +4
* Dwarf Toys (1-4 lbs) [basic clock-work toys that entertain children everywhere] Cost 8 to 20
+
Dwarf Toys (1-4 lbs) [basic clock-work toys that entertain children everywhere] Cost 8 to 20
  
  
 
'''Supernatural Weapons and Items''' – with the Imbue Item feat, craftsman can empower items. Some common enhancements and their cost might be (these assume the increased cost for Supernatural already)…
 
'''Supernatural Weapons and Items''' – with the Imbue Item feat, craftsman can empower items. Some common enhancements and their cost might be (these assume the increased cost for Supernatural already)…
* Accurate (weapon, +1 attack bonus) cost +4
+
Accurate (weapon, +1 attack bonus) cost +4
* Sharpness (weapon, +1 damage bonus) cost +4
+
Sharpness (weapon, +1 damage bonus) cost +4
* Penetrating (weapon, ignores 1 pt. of Toughness bonus from armor, etc) cost +3  
+
Penetrating (weapon, ignores 1 pt. of Toughness bonus from armor, etc) cost +3  
* Bane (weapon, +1 damage to a certain foe like Orc, Troll, Undead or Dragon, etc) cost +2
+
Bane (weapon, +1 damage to a certain foe like Orc, Troll, Undead or Dragon, etc) cost +2
* Warning (supernatural weapon or item that warns the barer when certain enemies are about; example – Orc, Troll, Undead or Dragons) cost +2
+
Warning (supernatural weapon or item that warns the barer when certain enemies are about; example – Orc, Troll, Undead or Dragons) cost +2
 
 
  
  
 
NOTE that these are only some suggestions. I encourage people to come up with their own ideas.
 
NOTE that these are only some suggestions. I encourage people to come up with their own ideas.

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)