Showing posts with label LotR dungeons and dragons. Show all posts
Showing posts with label LotR dungeons and dragons. Show all posts

Monday, September 27, 2010

Pathfinder case study #5: Gandalf the Grey

 So it wasn't my intention to do the Fellowship, but I really wanted to do a magic-user.  The problem is that nearly every iconic wizard or witch or whatever is difficult to shoehorn into Pathfinder/D&D class coventions.  I went through several phases of thought with my build for Gandalf.  My first thought was to design Gandalf as a 'monster' advanced with chracter classes, seeing as how the Istari aren't human.  However, the fact that they came in the shape of men and are subject to all the frailties of that race convinced me that Middle-earth's wizards have to play by the same rules as regular humans, just with a bit of a head-start.

So next I considered designing a unique class for Gandalf... something like a cleric or druid but which would learn spells like a wizard.  I decided that would be 'cheating' so I decided to go with at least official rules, then decided to stay with core.  Music is a powerful and integral force in Middle-earth.  Indeed, all existence is a result of the Music of the Ainur... and all strife is the result of Melkor's attempts to play notes of discord.  Also, Gandalf certainly has a great wealth of knowledge, so bard seems appropriate.  Basically I looked at all of the bard's class abilities and spell lists and determined what I thought would be the most powerful effects that would fit the powers that Gandalf displays or, that Tolkien lore implies he is capable of. 

After deciding on bard 9, I looked at other possible classes, giving divine spell-casters a long look, as well as the NPC class expert.  I decided there were a few magical effects that Gandalf displayed that could not be attributed to bard spells or Gandalf's magic items, so the multi-class had to include spell-casting, and after agonizing thought I decided on the sorcerer.  So here is the result of the case study:

Gandalf the Grey



Male human (ainur) bard 9, sorcerer 6
LG Medium humanoid (human)
Init
+3; Senses Perception +13

DEFENSE
AC 16, touch 16, flat-footed 13 (+2 Dex, +3 deflection, +1 dodge)
hp 133 (9d8+6d6+45+15)
Fort +11, Ref +14, Will +21
Defensive Abilities combat expertise, dodge, toughness

OFFENSE
Speed 35 ft.
Melee +12/+7 Glamdring (1d8+3/19-20)
Ranged +12 (by weapon)
Special Attacks bardic
performance (countersong, distraction, fascinate, inspire competence, inspire courage +3), fleet, holy, mighty cleaving, vital strike

Spells Known (Bard) (CL 11th; concentration +15)

Spells Known (Sorcerer) (CL 8th; concentration +12)
3rd (4/day)—identify, versatile weapon
2nd (7/day)—eagle’s splendor, pyrotechnics (DC 16),
1st (7/day)—burning disarm (DC 15), flare burst (DC 15), hold portal, true strike

STATISTICS
Languages All
SQ arcane bond (staff), bardic knowledge, bardic performance, bloodline (arcane), cantrips, lore master, versatile performance (comedy, oratory), well-versed
Combat Gear Glamdring (+2 holy longsword of mighty cleaving); Other Gear broad-brimmed hat, fine pipe and 1 pound of pipeweed, Narya, traveler’s cloak, wizard’s staff (+2 sacred bonus to will saves, caster level, and spell DCs)

Narya
Narya functions as a ring of sustenance, and major ring of fire resistance.  In addition it has the following powers:

·         +3 deflection bonus to AC
·         +3 resistance bonus to saving throws
·         Gandalf may cast bless 1/day
·         Gandalf may use the ring to cast any spell with the fire descriptor as will as lightning bolt and chain lightning provided Gandalf expends a number of spell slots with a total of spell levels equal to the level of the spell being cast (i.e. one 1st and one 2nd level spell slot to cast the 3rd level spell fireball)

So my goal was to make Gandalf subtle, yet powerful.  Narya allows for Gandalf's stronger displays of power, and the rest of his abilities are either mundane, or usually buffing of some kind, the goal of the Istari being to assist the free peoples in fighting the enemy rather than matching their own power against Sauron's.  Typically Gandalf uses the least spell of effect that can accomplish his goal and (particularly when with the ringbearer) avoids the use of magic as much as possible due to the fact that other magical beings can sense when magic is used, and even pinpoint the location of either the magic-user or location of the casting (it's not clear which).

For optional rules, I would consider changing the bard and sorcerer to divine casters... whether magic is arcane or divine seems to depend on the user (good=divine, evil=arcane) or it's just all divine in Tolkien legendarium.  But that really is just a matter of flavor.

I would definitely use class defense bonus,  and probably the taint rules, at least for the One Ring.

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.