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I suppose, but even so, 60 arrows should get me to my first buy. And even if it doesn't, I'm still a monk. I'm not some helpless wizard.
I'd certainly appreciate free stuff. For that matter, if you took Rich Parents, you could be like the party's Strider, handing out weapons and equipment to the scant-prepared party fleeing the Shire.
That said, I don't think anyone *needs* the extra gold. That's why it's there as an average. Shortbow still kills things, and 3 torches will still burn for a few hours.

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Loup Blanc |

I was originally thinking of going that route, although I was undecided whether to do a rogue, ninja, or bard. I'm still not certain, because each has their advantages... I'm thinking a bard would be good to have, though. Combine some skill monkeying with a bit of spellcasting and healing. He'd probably be rubbish in combat, but he could help support, so I think that's what I'll do.

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Loup Blanc |

I'm not sure on how to play off the bard as low-magic. Maybe it'll be one of those deals where his very uplifting presence as the upbeat, ever-optimistic halfling who won't give up (see: Sam's speeches) is inspiring to his allies. Maybe he's a really good singer/lute-player/what-have-you. As for archetypes, I'm thinking Street Performer, although I was also considering an Animal Speaker to give him a slightly more natural theme.

Loup Blanc |

Yeah, I figured he was just a good example of an inspiring hobbit. Really, a lot of the characters in LotR had a good speech or two throughout, so it's not unheard of to be inspired to great heights by something that's relatively mundane.
Archaeologist is also a good option, and I'll probably be looking at that to grab some extra burgling abilities, haha.

Azaelas, The Myrmidon |

Hobbit(Halfling) Bard sounds awesome. Maybe build a Face character who is a Merchant and you can be my client. Yeah, I am slightly out of it... Bloody NyQuil.
EDIT: Background is now up. Hopefully I can finish expanding it after I watch the movies again tomorrow and read up on Gondor on the wiki.

Azaelas, The Myrmidon |

I would say Archery and Shield/Armour Focused Characters would be the best.
So Deodin, Yourself, and Myself should be fine. The other thing we might need is High Initiative to get that first strike. Also a good movement speed meaning I might aught to upgrade my Armour as I gain Armour Training.
Beadwof will do good if he can get a Mounted Hit-&-Run build quickly. Tanis will do nicely as well.
If we all play in the campaign and have Loup we should be a nicely well rounded party for this campaign. Heck, we might even be more well rounded than the Fellowship was. ;P
We would have a Charger/Lancer, Twin Fighters (1 Shield Focused Tank & My switch Hitter Sword-&-Board), your "Arrow Turret" of a Zen Archer, A Elven Druid, & then Loup. If Loup goes Bard or even Rogue we shall be golden.
Maybe I should go Dwarf? Then every Race shall be represented. The Problem is what feats should I take? Should I go TWF to THF Switching Ranger (Gimli style) or go straight THF like Balin? or Sword-&-Board Fighter as I am now?

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Azaelas, The Myrmidon |

I think I will stay with my current Sword & Board Fighter. Even if it doesn't use the Shield for anything other than defense for a while & maybe later on I will switch from my Wooden Shield to my Buckler for a bit easier Switch Hitting. Luckily, if all 6 of us make the cut then we might have Beadwof with Shield Wall for those last ditch defensive moves.
Add in that I know have a 23 AC using my "Gondorian Chain" & my Shield.
Zen Archers will get the most attacks out of any Archer earlier on at least without finagling.
In the end, my longbow is just to have a Ranged Attack option.
I like Cavaliers but I prefer Gondor's Fluff over Rohan's. Though a Cavalier(Standard Bearer)/Bard/Battle Herald Build might be cool if I could build around to avoid dealing with tracking the Mount.
A lot of the Fellowship, those that would actually be PCs (Aragorn, Gimli, Legolas, & Gandalf), would work only if allowed to use the Gestalt System...
Aragorn, Gimli, & Legolas would all be Fighter/Ranger Gestalts. Gandalf I say would be something like an Oracle/Sorcerer Gestalt.
A Ranger using my Gondorian Chain minus the Kilt might be nice. The Question is are the Goblins & Orcs going to be the same thing just with a different name like they are in LotR or are they actually going to be different?

Azaelas, The Myrmidon |

IIRC: We have 5 Characters submitted & 2 characters in the works. That means a total of 7 Characters. 2 More & we would have the same number as the Fellowship.
One more & we will have the surviving number of said Fellowship.
If the scenerio happens I would go for a Dwarven Axe Fighter with a Dwarven Double Waraxe. Get the Cleave Chain and the Hewer Feats(if applicable). I get Tingly just thinking of that...
I will help with running and building the Enemies.

Thugren Diamondheart |

Basic story done. Will expand it with more precise details when I have a bit more time.
Character sheet complete.
This dwarf barbarian is ready to adventure.
lucerne hammer 15gp/12lbs
hide 15gp/25lbs
armoured kilt 20gp/10lbs
heavy steel shield20gp/15lbs
heavy pick 8gp/ 6lbs
dungeoneering kit 15gp/25lbs
pathfinders kit 12gp/22lbs
total = 105gp
weight = 115lbs
Thugren Diamondheart
Male Dwarf Barbarian level 1
NG Medium Humanoid(dwarf)
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Defense
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AC 16(18 with shield), touch 11, flat-footed 15(17 with shield)
hp 16 (1d12 +con bonus)
Fort +6, Ref +1, Will +2
hide armour(+4AC)
heavy steel shield(+2AC)
armoured kilt(+1AC)
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Offense
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Speed 30 ft. never changes
Initiative +1
Lucerne Hammer +4(1d12+4)
Heavy Pick +4(1d6+3)
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Statistics
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Str 16, Dex 13, Con 18, Int 10, Wis 12, Cha 10
Base Atk +1; CMB +4; CMD +15
Feats: Cleave
Skills(4 per level):
Intimidate(1)+4
Craft(1)+4
Perception(1)+5
Survival(1)+5
Languages Common, Dwarven
Other Gear: pathfinder kit, dungeoneering kit.
Outfit: Explorer's outfit
Remaining GP: 0gp
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Special Abilities
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Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Fast Movement: +10 base speed
Rage: 9 rounds/day. free action. +4 strength and constitution(+2HP). +2 will saves. -2AC. Fatigued for twice as many rounds as raged.
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Thugren stands 5' 3" and 220lbs. Looking rather harmless sitting at the inn table with a drink in one hand and a handful of food in the other. His jovial face though hard to tell behind the beard was young. He talked whenever his mouth was free enough, not always empty. He did not seem to care about any social etiquette. But most seemed to like him anyway. Unless you mentioned his race. He would tell tale after tale of his clans conquests. At which he seemed to always be through hero, and would get a bit too excited when retelling battles. Several dishes had been broken on previous occasions.
It is easy to tell that he knows what he is talking about even if he exaggerates his part and you would not be keen to go against the battle rage of this crazy dwarf.
Thugren comes from a small clan of dwarves that descend from the great dwarves kings of millennia ago. Their newly acquired mountain home far north east of the shire is home to several hundred dwarves all claiming allegiance to the clan.
Thugren is the son of one mastersmith and his story starts here.
Growing up on the mountain is tough for most. But not the dwarves of Thugren's clan. The mountains are their home and they wouldn't change that for anything. Not even all the gold in the world. But don't tempt them though.
Contending with the goblins on the other side of the mountain often, the warriors of his clan were always prepared. The ancient mines were particularly dangerous and often raided by the goblins. Constantly at war, Thugren learnt at a young age how to handle himself in battle. Well not really. You see, the first time he fought a goblin, it had stabbed Thugren first in his arm with its dagger. Seeing his blood and feeling pain from the wound made him angry. He roared and swung his mace over his head crushing the goblins head. The massive exertion of energy left him feeling tired when the battle ended, but he was elated at killing his first enemies.
Not just pesky goblins threatened them though. The mountain giants and cave trolls were more serious threats. Thugren had his fair share of those battles too.
He favoured the hammer, crafting one for himself. A Lucerne hammer, to crush goblins and penetrate the armour the giants preferred.
An uncle of his had left the clan recently in search of a stash of treasure. Following clues he said mentioned the shire. Thugren had heard many stories of the shire and its halfmen. Excellent food and drink to rival the dwarves. Thugren swore to go see it someday.
When his uncle had not returned for 5 years, he decided to go find out what happened. Packing his gear he left. Headed to the shire to find his uncle and chase lost treasure. Minor scuffles along the way make the adventure exciting for Thugren and he decides he rather likes the adventurers life. His youth is on his side and he is ready to follow along any adventure that comes his way. Several humans tell him there is certainly treasure somewhere near the hobbits land and a dwarf or two is known to have gone that way.
Heartened by the news he hurries on. Always taking the time to stop and every inn and tavern along the way. Often paying with small services rendered by his crafting skill. For everything he accidentally broke he usually fixed or crafted three more.
Finally after several months of travel he stops at an inn run by hobbits. His first taste of treasure is the incredible drink and amazing food they have to offer. More rumours of other dwarves also serve to let him know he is o the right track.

Loup Blanc |

Hobbit rogue would be interesting, but here's what I'm contemplating now...
So, looking at the archetypes, it would seem that the Staff Magus stacks with the Skirnir archetype. Thus, I could potentially create a Magus that doesn't do sword-and-board, but rather uses board-and-board. If I make him a hobbit, he'll lose some damage output, but could potentially rock at survivability just by virtue of a ridiculous AC, even at low levels. Probably a lot less spellcasting, but in a lower-magic setting like Middle Earth, this could be even better.