Friday, September 17, 2010

Pathfinder case study #4: Aragorn

Aragorn II


Male human gestalt fighter/ranger 9
LG Medium humanoid (human)
Init
+2; Senses Perception +14
DEFENSE
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 78 (9d10+18)
Fort +8, Ref +8, Will +9 (+2 vs fear)
Defensive Abilities bravery +2, evasion, improved iron will, iron will
OFFENSE
Speed 35 ft.
Melee Andúril, Flame of the West +14/+9 (1d8+5/18-20)
Ranged +11 by weapon
Special Attacks bane weapon (orcs, undead), favored enemy (orcs +4, undead +2), fleet, weapon training (close 1, heavy blades 2)
STATISTICS
Str 14, Dex 15, Con 14, Int 14, Wis 18, Cha 16
Base Atk +9; CMB +11; CMD 23
Feats Combat Reflexes, Dodge, Endurance, Fleet, Improved Shield Bash, Improved Iron Will, Iron Will, Mobility, Mounted Combat, Point Blank Shot, Two-Weapon Fighting, Vital Strike, Weapon Focus (longsword)
Skills Acrobatics +6, Bluff +7, Climb +9, Diplomacy +10, Disguise +5, Handle Animal +8, Heal +16, Intimidate +8, Knowledge (geography) +8, Knowledge (history) +6, Knowledge (local) +7, Knowledge (nature) +9, Knowledge (nobility) +8, Knowledge (religion) +3, Linguistics +3, Perception +14, Perform (oratory) +6, Ride +10, Sense Motive +6, Stealth +11, Survival +15, Swim +6
Languages Aduniac, Westron, and many more I'm sure...
SQ armor training 2, favored terrain (forest +4, cold +2), hunter’s bond, swift tracker, track, wild empathy, woodland stride
Combat Gear Andruil,; Other Gear camping gear, fine pipe and 1 pound of pipeweed, traveler’s outfit
As a 9th level ranger, Aragorn has access to spellcasting.  Spells, as they function in the standard D&D campaign, are not entirely appropriate in Middle-Earth.  There are two solutions that I would suggest.  The first is to explain Aragorn’s spells as skill and extra preparation.  Fore example, you could exchange the typical components of cure light wounds with athelas root.  If this doesn’t seem right either, then simply use a variant ranger.  Complete Champion has a Champion of the Wild variant which replaces spellcasting with additional feats. 
Choose one of the following options and add it to Aragorn’s statistics:
Add a new line under Offense:
Spells Prepared (CL 6th; concentration +10)
1st   keen senses, longstrider
2nd                         – cure light wounds
OR
Add the following feats: Combat Expertise, Improved Trip

Andúril
Andúril is an arming sword designed for one-handed use.  It is a +3 weapon with the following properties: keen, orc bane, undead bane.  Andúril sheds light within a 5’ radius, but the wielder may choose to suppress this ability at will.  The light is flame red during the day (fire of the sun), and bright white at night (fire of the moon).

This build represents Aragorn as a member of the Fellowship.  You’ll note he lacks armor and shield.  This is true to the source, but could be crippling due to the low AC so I highly recommend using a defense option.  Aragorn would have +6 (3/4 of his class level).  Depending on how D&D like you want thing’s to be Andúril could add flaming burst and icy burst, holy, or increase the enhancement bonus.

No comments:

Post a Comment