A Tolkien Game


Recruitment

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So I've only read The Hobbit and Lord of the Rings, but I've been seeing Tolkien themed games, and I've wanted to run one with the Pathfinder system.

Character Creation:

Your race choices are:
Human
Dwarf
Elf
& Halflings (Which may be flavored as hobbit)

You can choose any class, but I'm less likely to accept divine casters (Except druids, as skinchanging was shown)

Starting Gold: 100 GP
Starting Level: 1
Background Skills: Yes
Variant Multi-Classing: No
Piece-Mail Armor: Yes
2 Traits

Hope to see some great submissions!


Wow, now seems the time of Tolkien-games! Three recruitments within as many days!
Definitely interested, here are some questions:
- What time epoch do you think? Third Age (before hobbit, with hobbit, after hobbit & before lotr, with lotr, after lotr), later/earlier ages?
- What about arcane spellcasters, as there is not much magic going on in lotr that fits with many of the arcane caster spells ...
-How close will you keep this to the lore?

So long
Swordwhale

Sovereign Court

Dotting, but I'll wait for the answers to Swordwhale's questions before I start coming up with a concept.


@ DM Forgedawn:

This does sound interesting!
I grew up on both The Hobbit and LotR.
In ye olden dayes, before the Internet, all nerdy kids read those books. :D

But anyway, a couple of questions:
• these are standard 20 point builds?
• what sort of back-story guidelines?
• alignment restrictions? Although I'm sure evil is right out!

Thanks!


Dang it. Forgot some stuff in CC.

Character Creation cont.:

2d6 + 6 or 20 point buy.
No backstory requirements.
No evil.

After LOTR
Arcane will be rare, but you're free to play them.
And, it may not stay very close.


Pathfinder Roleplaying Game Superscriber

stats: 2d6 + 6 ⇒ (3, 6) + 6 = 15
stats: 2d6 + 6 ⇒ (6, 2) + 6 = 14
stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
stats: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14
stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14

ooh, sweet, better than 20 pt buy... but what to build... have to think about this.


2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 6) + 6 = 16


@DM Forgedawn:

Have you considered using words of power for magic? Since it seems whenever magic was invoked it was calling out to a specific name/deity or the use of spiritual powers since elves had a far stronger power then humans. IIRC of course.

Also: Any feat restrictions? I am assuming any 3rd party classes are out correct?

2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14

Well I can definitely build something nice with these. and Wowza JAF0 xD Those are really nice. You were definitely a former hero haha.


ok...this is JAF0... so I decided to have a little fun and make an elven archer... does he meet with approval? any changes you want to see?


2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (1, 4) + 6 = 11

Dang, not bad at all. Hopefully, I can come up with something fun, here.

Sovereign Court

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 4) + 6 = 16
I think I'm going to make the standard, but none the less highly needed, Hobbits Rogue.


Are you using Pathfinder rules?


Terevalis: I am.


2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (6, 2) + 6 = 14

There's a bit of luck!
Decent set of numbers, and no duds!
I'll see what I can come up with.


Well, let us see how I roll first...

Rolls:

2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (1, 1) + 6 = 8

Not bad. I can make a something out of that.

Do fighter get Combat Stamina or do they have to use a feat?


Dammit, another interesting premise with rolls for abilities.

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (1, 4) + 6 = 11
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (2, 3) + 6 = 11

17, 14, 12, 11, 11, 10. Really good at one thing, and average at several others... but it's also a 20 point-buy, so I'll probably use that to handpick my stats. I'll think on it, probably a Dunedan style character of some kind, maybe a Primal Hunter Barbarian.


Could you tell us a bit more about the campaign?
* Where is it set in middle earth?
* What age?
* What level range do you plan for this?
* Etc...


Are there restrictions to archetypes?

I am assuming you want to try and stay close to cannon right? No Sky Stalker Ranger arch or other possible Canon Breaking Archetype?


Lorthlorien elves allowed?


I will take my 20 pts and likely submit a dwarf from the Lonely Mountain. I'll have something for consideration soon.


The only spellcasting class allowed will be magus.

No divine casters.

My friend is making stats for an Uruk-Kai, so that will be up later.


Uruk-Hai? Wait, so is this campaign for the free peoples, the forces of Saruman, or Sauron? I'm confused.

Dark Archive

Hello all, I am the mentioned "Friend".

And I can say he's basing this during the Age of men (After the Movies), and will be a relatively...open?... lenient story.

Here are the stats for Uruk-Hai, Which are assuming Orcs are still around despite Mordor becoming a hole in the ground.

Uruk-Hai:

Type:Humanoid(Orc,Uruk-Hai)
Size:Medium
Speed:30Ft
Stats:Greater Paragon+adv con.:(6RP)+4Str, +2 con,-2Dex,-2Wiz
Languages:Xenophobic: Orcish, Bonus:Common, Dwarven, Halfling (Hobbit), Goblin, Giant

Ancient foe vs. humans (3 RP): Prerequisites: None; Benefit: Choose one monster type or one subtype of the humanoid type. Members of this race gain a +2 dodge bonus to AC against monsters of that type and a +2 racial bonus on combat maneuver checks made to Sunder against creatures of that type.

Desert Runner (2 RP): Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.

Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: Members of this race can see in the dark up to 60 feet.

Carrion Sense (1 RP): Prerequisites: None; Benefit: Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).

Light Sensitivity (–1 RP): Prerequisite: Darkvision; Weakness: Members of this race are dazzled as long as they remain in an area of bright light.

Total RP:16

Far as I Know he okayed this but I'm sure it's a Case-By-Case basis.

I for one am applying An Uruk Deserter. Going for a Barbarian, perhaps something else, Like a ranger. Have yet to deside.

Also, He is allowing Bloodrager, Bards, Skalds, And palidan as spellcaster as well, any class that has either a low spell progression (4th level max) or isn't focused on just spells.


DM Forgedawn wrote:
The only spellcasting class allowed will be magus.

I assume Bloodragers aren't allowed, then? Just one idea of several I had kicking around.

How about an Eldritch Scion magus archetype?
They are spontaneous casters who use weakened Bloodrager bloodlines.


See William's post above.

Also, He is allowing Bloodrager, Bards, Skalds, And palidan as spellcaster as well, any class that has either a low spell progression (4th level max) or isn't focused on just spells.


Going Elven Ranger with Sky Stalker Archetype. Sounds good DM, will have a character up soon.

Dark Archive

My character will be an Uruk bloodrager.

I'll have an Alias up soon.


It's very tempting to throw a Bloodrager together, because I love them, but I opted to keep running with my original idea, since I had the sheet half-finished, anyways.

So, for your consideration: Bea Boffin, hobbit slayer. This doesn't have a whole lot of backstory/personality info or anything like that on it, and I'm not sure how much you'd want, as far as that's concerned, but I can write that up in a bit.

Grand Lodge

This is the alias for my Uruk bloodrager he is taking the BloodRider archetype and later going to take a Wolf mount (flavored as a Worg) although I understand he won't be large until lvl 10, and therefore will act more as a companion until then.

Some Dice Rolls:

2d6 + 6 ⇒ (4, 4) + 6 = 14
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (2, 3) + 6 = 11
-_- 17 point buy... whelp! Let's take 20 shall we?


Well then...can't pass up the chance to play an Uruk Hai, now can I?

2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (3, 4) + 6 = 13

Not bad. Not great but not bad. I'll make him a primalist enlightened bloodrager. Druid spells seem to fit Lotr magic the best, and this can give the party some setting appropriate buffs once he gets higher in level. Plus...AC is going to hurt. This option can help mitigate that.


DM Forgedawn wrote:

See William's post above.

Also, He is allowing Bloodrager, Bards, Skalds, And palidan as spellcaster as well, any class that has either a low spell progression (4th level max) or isn't focused on just spells.

Ooops! Missed that part.

I guess it was before I had my daily belt of Espresso.
With a touch of lemon juice added; yum, yum!

Anyway … got it now.

Thanks!


Sounds good. :D


Okay interested and quick question! Are you allowing the elven-blooded human line? For example what Aragorn was. A human who can live well into 200 years.

2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 6) + 6 = 18
2d6 + 6 ⇒ (1, 6) + 6 = 13

What is with all the odds?! Well, still better then a 20 point build...


Submitting Náli, dwarf of Erebor.

Stats:

Male Dwarf
Age 57
Size Medium
Height 4'2", weight 185 lbs.
Close-cropped brown hair and beard, brown eyes, diagonal scar on left cheek

Str 16, Dex 13, Con 14, Int 13, Wis 12, Cha 10

Languages: Common, Dwarven, Orc

HP 12 (10+2)
AC 16, T11, F15
BAB 1, CMB +4, CMD 15
Fort 4, Ref 1, Will 3

Feats - Iron Will, Weapon Focus: Battleaxe

Trained skills - Craft(Stonemason) +5, Intimidate +4, Knowledge(Engineering) +5, Survival +5 (included FCB skill point)

Gear - Cold Iron Battleaxe, Chain Shirt, Dagger x2, Fighter's Kit, light steel shield

Combat Stats:
Init +3
Battleaxe, +5 (1d8+3, x3, cold iron)
Dagger +4 (1d4+3, 19-20/x2)
Dagger (thrown) +2, (1d4+3, 19-20/x2, range 10 feet)

Dwarven Racial Traits - Standard
Traits - Armor Expert (reduce ACP by 1 to a minimum of 0), Reactionary (+2 to initiative checks)

Standard Fighter package.

Background:
Growing up in a large family (five brothers, three sisters) as a middle child, Náli was taught the family trades of stonemasonry and engineering. He received combat training, as all male dwarves do, and excelled at it, preferring it to mundane work. When of age, he volunteered for his hold's militia, where he saw occasional action in skirmishes against orcs, which whetted his appetite for battle. Wanting to learn more of the world and put his skills to further test, he left the hold and began wandering. He hasn't regretted his decision yet, though he knows he will someday return and settle down, if he lives that long.


Timeskeeper: See Half-Elf, as they'll be okay.


Submitting Erthor (Uniter in Elvish), Sky Stalker Hopeful, Toxophilite ranger with a deep hatred for Goblinoids.

Sky Stalker doesn't really start until second level, but with what gets modified I think it shouldn't be to OP. Especially with lack of healing my ability to fall from the sky is greater haha. Also I don't know how he will gain his Hippogryph companion, aside form finding it naturally in the wild and taming it I guess. His traits revolve around his survival skills, the Amazon one was really fitting seeing as elves are more often then not the best archers in all of Middle Earth. Let me know if there is anything you need me to tweak. I was gping to use spell-less ranger before our post above changed that. Thanks!

Erthor, Son of the Laiquendi, Green-Elf:

Male Green-elf ranger (Sky Stalker, Toxophilite) 1 (Pathfinder Campaign Setting: Inner Sea Combat, Pathfinder Player Companion: Ranged Tactics Toolbox 11)
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 armor, +4 Dex, +1 shield)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +4 (1d6+3/18-20)
Ranged shortbow +6 (1d6/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 12, Int 14, Wis 13, Cha 13
Base Atk +1; CMB +4; CMD 18
Feats Point-Blank Shot
Traits amazonian archer (perunalia), armored rider
Skills Climb +6, Handle Animal +5, Heal +5, Knowledge (geography) +6, Perception +7, Ride +9, Stealth +7, Survival +5, Swim +6; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Elven, Orc, Sylvan
SQ arrow-splitter, elven magic, track +1
Other Gear lamellar cuirass, torso piece, studded leather, arm piece, studded leather, leg piece, buckler, scimitar, shortbow, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, torch (10), trail rations (5), waterskin, 16 gp
--------------------
Special Abilities
--------------------
Arrow-Splitter (Ex) +1 bonus on ranged attack rolls vs. creatures or objects 2 or more size cat smaller than you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs. goblinoids foes.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Track +1 Add the listed bonus to survival checks made to track.

--------------------
Background:
Though being born long after Denethor's demise, Erthor is among the last survivors of his scattered people. His name often times seems to mock the grim state of his kind in the lands they had once conquered.

Born over a century ago, Erthor had a brutal childhood. Having survived multiple raids by roaming Goblin and Orc forces that still plagued their lands. At the age of eighty he lost both of his parents in one of the bloodiest raids their people had ever suffered. His village was nearly wiped out, leaving behind nothing but the children that had hidden in the secret alcoves made for them by their parents.

These children, Erthor being the eldest, emerged from hiding to find everything they had destroyed. They salvaged together what they could, at least enough weapons to hunt and protect themselves before they departed their ancestral village. Being the Eldest made Erthor the leader of this rag tag group of orphaned children and as there leader he was determined to protect them. He led them to a secluded cave hidden by a heavy copse of trees high in the forested lands of Breiland. There they rebuilt a semblence of community, using the skills that their parents taught them to survive. It was in this secluded place they grew up, honed their skills as craftsmen and as warrirors.

Their hatred for goblinoids gave him the strength to hunt their damned kind near tirelessly. This led to certain parts of the wood being taboo to some of their weak-hearted foes, as so many of them had been felled by Erthor and his fellows bows. This saved them over the intervening years, especially as the enemy had no central leadership. By the time their became adults they had found more of their own people and started to maintain regular contact.

This regular contact brought upon a sense of wanting in their small, isolated community, a wanting that eventually led to the decision to rejoin their kinsmen. It was a decision that Erthor didn't agree with, but years of being their leader had given him the insight that certain change was needed. So instead of fighting it he cast a vote and voted they abandon their home and rejoin their kin. Though when the others began to depart he bid them farewell and decided to head out to the lands where darkness was rising again.

No longer burdened by having to protect his people he could now focus on expanding his skills and honing his abilitie. He now sought out a legendary creature, one that let him bring death from the skies and give him greater mobility in the dark days that were surely coming again to Brieland.

Personality:

Courageous A leader inspires with his actions. Erthor often times led the charge or took the first shot against the hated foe. When things got tough Erthor was the first to move forward, a habit he honed since the death of his parents.

Calm Despite the anger that festered in his heart, Erthor had a sense of calm about him. He learned the hard way that hatred, though powerful, led to mistakes. Mistakes that often got others or yourself killed.

Studious Erthor wasn't much like his kind, he was always learning and never content to sit back and 'go with the flow'. To him that idleness is what makes his kind such soft targets, their immortal nature was their greatest weakness. So instead he choose to learn and live like he would die tomorrow. Because often times that was a strong possibility.

Team-Orientated Being a leader among children survivors, and growing up fending off Orcs and goblins by the skin of their teeth, forced them to hone tactics as a team. Because timing their shots and overlapping their arrows flight could keep even a large foe pinned down and unable to charge their high ground position.

Grand Lodge

My Uruk bloodrager will be of the Black blood Bloodline, and rather than Orv (as the bloodline is originally made) it's ringwraiths. So my Uruk was tainted by a ringwraith, but survived and his powers emerged then.


I did have a question for you for the sake of writing backgrounds: you said this is after the events of lotr, by how much?


Got a profile up for Erthor. Let me know if there is any changes needed. Kept the background a bit loose for insertion into the storyline. If selected I will update it on the fly to make it fit.

It doesn't show here but I have a Stats bar and such built in the character as well for ease of access for important Combat data, AC HP the standard stuff.

If you have any questions hit me up! Thanks and Good Luck everyone!


About 50 years after Lotr.


Ghar Votar wrote:
My Uruk bloodrager will be of the Black blood Bloodline, and rather than Orv (as the bloodline is originally made) it's ringwraiths. So my Uruk was tainted by a ringwraith, but survived and his powers emerged then.

Damn. That's really cool. Like the background there...makes me rethink being a bloodrager now. Going to change my guy to be an armored hulk Barbarian. Still very much an Uruk Hai and gets to rock the full plate. But leaves yours being more unique.

My plan will be to go down the beast totem route and get extra movement speed with my rage powers. So I end up with a highly mobile character with great AC, despite having low dexterity.


Hey GM, did you give any thought to that archetype I mentioned?


So two Uruk-Hai players?

How many players are going to be in this?


2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12

May as well roll and get it going! XD


dotting and rolling

2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (6, 2) + 6 = 14

Sovereign Court

I have my Hobbit Rogue basically complete, just figuring out the final gear stuff.


2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (5, 4) + 6 = 15
2d6 + 6 ⇒ (5, 5) + 6 = 16

Not bad, 16, 15, 15, 12, 12, 11... Hmm, what to build...

Would Alchemists be ok? They are higher level casters, but they don't actually cast, they mostly make concoctions and potions, which seem to fit much better. Also, if you do allow them, do you allow them to count as casters for item creation feats?

Sovereign Court

Life kept getting in the way but I've finally completed my Hobbit Rogue. So my I introduce Everard Butcher.

Do we have an expected start date yet?

Grand Lodge

*cough* okay... hopefully with spring break ending we can get life back here...

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