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MIDDLE-EARTH D20 CHARACTER CREATION RULES

To create characters for this campaign, players will use 25 points to purchase abilities according to the Purchase rules on pages 15-16 of the Pathfinder Roleplaying Game Core Rulebook. Then, character creation proceeds as described in the Pathfinder Roleplaying Game Core Rulebook. Additionally, players will create a 2nd-level character, but the 1st-level must be a basic NPC class! Players may use the Pathfinder Roleplaying Game Advanced Players Guide, Pathfinder Roleplaying Game Ultimate Combat, and Pathfinder Roleplaying Game Ultimate Magic to create their characters. For all sources, use the following rules modifications. In addition, the Variant Rules for Armor as Damage Reduction, Called Shots, Piecemeal Armor, and Wounds and Vigor from Pathfinder Roleplaying Game Ultimate Combat (pp. 191-207) are being utilized. Please note that these rules are subject to change at any time without prior notice dedication to the Tolkien genre outweighs game conventions!
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Races
Dwarves as normal Dwarves, modified as follows: o Replace ability score modifications with +2 Strength, +2 Constitution, -2 Charisma. o Medium (4 to 5 tall). o +2 racial bonus on Appraise and Craft checks. o Free feats: Endurance and Great Fortitude. o +3 racial bonus on saves vs. fire. o Immune to natural heat. o Automatic Languages: Khuzdul and Westron. o Background Points: 4. Elves, oldor (High Elves) as normal Elves, modified as follows: o Replace ability score modifications with +2 Strength, +2 Dexterity, +2 Intelligence, +2 Wisdom, +4 Charisma. o Medium (6 to 7 tall).

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+4 racial bonus on any Craft skill of the player's choice it should be noted that oldor were legendary for their work with precious metals and jewelry. +2 racial bonus on any Perform (Sing) checks. +2 racial bonus on saves vs. fire. +2 racial bonus on saves vs. poison. Immune to Aging: oldor Elves are immortal unless killed. oldor Elves do not sleep, meditating instead for about three hours every day. Immune to natural cold. Immune to disease, mundane or magical. Immune to scarring. Movement unimpeded by snow or wooded terrain. Immune to any fear effects caused by undead. Cannot be turned into undead. Can communicate silently by direct thought with other Elves, those with Elven blood, Maiar and Valar [Range: 25 ft. + 5 ft./2 levels]. Further, they may forge a permanent bond with a willing target (maximum number of forged bonds is 1/level). Once the bond is formed, this communication works over any distance. oldor Elves glow with a faint luminescence, providing 0 to 30 normal illumination (or 5 to 60 dim illumination). oldor Elves may reveal the higher illumination at will and maintain it for the characters level in rounds a number times per day equal to one-half the characters level (round down). Because of their dual nature as both physical and spiritual beings, oldor Elves can see and interact with ethereal creatures and objects. Magical skills are considered class skills for oldor Elves. Automatic Languages: Silvan, Sindarin, Quenya, and Westron. Background Points: 2.

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Level Adjustment: +3. Effective Character Level (ECL) is a racial modifier applied to the character's displayed level and is used to determine the actual amount of XPs needed to advance to the next level. For example: a level 3 oldor Elf character has an ECL of 6 (character level of 3 plus an ECL modifier of 3). The character needs 35,000 XPs to reach 4th level instead of the normal 9,000 XPs needed.

to advance to the next level. For example, a level 3 Wood Elf character has an ECL of 4 (character level of 3 plus an ECL modifier of 1). The character needs 15,000 XPs to reach 4th level instead of the normal 9,000 XPs needed. Elves, Sindar (Grey Elves) as normal Elves, modified as follows: o Replace ability score modifications with +2 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma. o Medium (6 to 66 tall). o +4 racial bonus on Craft (Shipwright) and Profession (Sailor) checks. o +2 racial bonus on any Perform (Sing) checks. o +2 racial bonus on saves vs. fire. o +2 racial bonus on saves vs. poison. o Immune to Aging: Sindar Elves are immortal unless killed. o Sindar Elves do not sleep, meditating instead for about three hours every day. o Immune to natural cold. o Immune to disease, mundane or magical. o Immune to scarring. o Movement unimpeded by snow or wooded terrain. o Immune to any fear effects caused by undead. o Cannot be turned into undead. o Can communicate silently by direct thought with other Elves, those with Elven blood, Maiar and Valar [Range: 25 ft. + 5 ft./2 levels]. Further, they may forge a permanent bond with a willing target (maximum number of forged bonds is 1/level). Once the bond is formed, this communication works over any distance. o Magical skills are considered class skills for Sindarin Elves. o Automatic Languages: Silvan, Sindarin, Quenya and Westron. o Background Points: 3. o Level Adjustment: +2. Effective Character Level (ECL) is a racial modifier applied to the character's displayed level and is used to determine the actual amount of XPs needed to advance to the next level. For example, a

Elves, Silvan (Wood Elves) as normal Elves, modified as follows: o Replace ability score modifications with +2 Dexterity, +2 Wisdom. o Medium (6 to 66 tall). o +2 racial bonus on any Perform (Sing) and Survival checks. o +2 racial bonus on saves vs. fire. o +2 racial bonus on saves vs. poison. o Immune to Aging: Silvan Elves are immortal unless killed. o Silvan Elves do not sleep, meditating instead for about three hours every day. o Immune to natural cold. o Immune to disease, mundane or magical. o Immune to scarring. o Movement unimpeded by snow or wooded terrain. o Immune to any fear effects caused by undead. o Cannot be turned into undead. o Can communicate silently by direct thought with other Elves, those with Elven blood, Maiar and Valar [Range: 25 ft. + 5 ft./2 levels]. Further, they may forge a permanent bond with a willing target (maximum number of forged bonds is 1/level). Once the bond is formed, this communication works over any distance. o Magical skills are considered class skills for Silvan Elves. o Automatic Languages: Silvan, Sindarin and Westron. o Background Points: 4. o Level Adjustment: +1. Effective Character Level (ECL) is a racial modifier applied to the character's displayed level and is used to determine the actual amount of XPs needed

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level 3 Sindar Elf character has an ECL of 5 (character level of 3 plus an ECL modifier of 2). The character needs 23,000 XPs to reach 4th level instead of the normal 9,000 XPs needed. Gnomes as they do not exist in Middleearth, this race is prohibited. Half-elves as normal Half-elves, but only with GM approval (as they are extremely rare in Middle-earth), modified as follows: o Replace ability score modifications with +2 Dexterity, +2 Wisdom, +2 Charisma. o Medium (56 to 66 tall). o Immune to Aging: Half-elves who choose immortality are immortal unless killed. o Half-elves only need four hours of rest a day; meditating for those who choose immortality, sleeping for mortals. o Magical skills are considered class skills for Half-elves. o Automatic Languages: Sindarin and Westron. o Background Points: 4. o Level Adjustment: +1. Effective Character Level (ECL) is a racial modifier applied to the character's displayed level and is used to determine the actual amount of XPs needed to advance to the next level. For example, a level 3 Half-elf character has an ECL of 4 (character level of 3 plus an ECL modifier of 1). The character needs 15,000 XPs to reach 4th level instead of the normal 9,000 XPs needed. Half-orcs as normal Half-orcs, but only with GM approval, modified as follows: o Medium (5 to 6 tall). o Automatic Languages: Black Speech, Orkish and Westron. o Background Points: 3. Hobbits as normal Halflings, but only in post 1st Age-dated campaigns, modified as follows: o Small (3 to 36 tall). o +2 racial bonus on Stealth checks.

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Replace the +2 vs. Fear saves with +2 on Will saves. This bonus stacks with the bonus granted by Halfling Luck. Thrown Weapons and the Sling are deadly in the hands of a Hobbit treat damage from their use as if wielded by a Large creature. Automatic Language: Westron. Background Points: 5.

Humans (Beornings) as normal Humans, but only in 3rd Age-dated campaigns (after III 2940), modified as follows: o Medium (6 to 66 tall). o The ruling class of the Beornings is 90% likely to be werebears. o +2 racial bonus on Knowledge (Nature) and Survival checks. o Automatic Languages: Waildyth and Westron. o Background Points: 5. Humans (Black Nmenreans) as normal Humans, modified as follows: o +2 Charisma. o Medium (6 to 66 tall). o Free feat: Racial Heritage: Elf. o Automatic Languages: Adnaic, Black Speech and Westron. o Background Points: 3. Humans (Common Men) as normal Humans, modified as follows. o Medium (6 to 6 6 tall). o Automatic Languages: Westron. o Background Points: 5. Humans (Corsairs) as normal Humans, modified as follows. o Medium (5 to 6 tall). o +2 racial bonus on Profession (Sailor) and Craft (Shipwright) checks. o Automatic Languages: Adnaic and Westron. o Background Points: 5. Humans (Dredain/Woses/Wild Men of the Woods) as normal Humans, modified as follows:

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Medium (4 to 5 tall). +2 racial bonus on Craft (Stonecarving) Stealth checks. +4 racial bonus on Knowledge (Nature), Perception and Survival checks. Survival is always considered a class skill for them. Automatic Languages: Pkael and Westron. Background Points: 5. Primitive: The Dredain are a simple people. A character of this race may not start play with any of the following feats: Martial Weapon Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency. (If one of the characters classes provides any of these feats, they do not receive them.) If a Dredain character wishes to learn how to use a martial weapon, they must buy the Exotic Weapon proficiency for that weapon. Likewise, Dredain are never comfortable in medium or heavy armor and always suffer the Armor Check penalty even if they do possess the appropriate feat. (The penalties are doubled if they dont possess the feat.)

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Automatic Languages: Westron. Background Points: 4.

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Humans (Easterlings) as normal Humans, modified as follows. o Medium-size (5 to 56 tall). o Free feat: Mounted Combat. o +2 racial bonus on Handle Animal and Ride checks. Ride is always considered a class skill for them. o Automatic Languages: Logathig and Westron. o Background Points: 4. Humans (Haradrim) as normal Humans, modified as follows. o Medium-size (56 to 6 tall). o +2 racial bonus on Appraise and Ride checks. o Automatic Languages: Apysaic, Haradaic and Westron. o Background Points: 5. Humans (Lossoth) as normal Humans, modified as follows. o Medium (5 to 56 tall). o +2 racial bonus on Knowledge (Nature), Stealth and Survival checks. o Automatic Languages: Labba and Westron. o Background Points: 4. Humans (Rohirrim) as normal Humans, but only in 3rd Age-dated campaigns (after III 2510), modified as follows: o Medium (5 6 to 6 2 tall). o Free feat: Mounted Combat. o +2 racial bonus on Handle Animal and Ride checks. Ride is always considered a class skill for them. o Automatic Languages: Rohirric and Westron. o Background Points: 5. Humans (Variags) as normal Humans, modified as follows. o Medium-size (56 to 6 tall).

Humans (Dnedain/Nmenreans) as normal Humans, modified as follows: o +2 Charisma. o Medium (6 to 6 6 tall). o Free feat: Racial Heritage: Elf. o Automatic Languages: Sindarin, Quenya, and Westron. o Background Points: 3. Humans (Dorwinrim) as normal Humans, modified as follows. o Medium (56 to 6 tall). o +2 racial bonus on Diplomacy and Profession (Vintner) checks. o Automatic Languages: Logathig and Westron. o Background Points: 5. Humans (Dunlendings) as normal Humans, modified as follows. o Medium-size (56 to 6 tall). o +2 racial bonus on Climb and Knowledge (Nature) checks.

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+2 racial bonus on Handle Animal and Ride checks. Automatic Languages: Varadja and Westron. Background Points: 4. o

Humans (Woodmen of Mirkwood) as normal Humans, modified as follows. o Medium-size (56 to 6 tall). o +2 racial bonus on Knowledge (Nature), Profession (Woodcutter) and Survival checks. o Automatic Languages: Nahaiduk and Westron. o Background Points: 5.

Character Classes
o o Alchemists Alchemists are available as a character class only with GM approval. If approved, they are created as written in the Pathfinder Roleplaying Game Advanced Players Guide. Barbarians Barbarians are found in the wilder, untamed places in Middle-earth and are created as written in the Pathfinder Roleplaying Game Core Rulebook. Bards Bards are pretty common, especially at low levels; this fits the musical nature of Middle-earth. The class, as written in the Pathfinder Roleplaying Game Core Rulebook, is available only to Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. For a non-spell casting variant, instead create a Rogue with skill in Perform. Cavaliers Cavaliers are found exclusively in Gondor; Dol Amroth in particular seems a good home for Cavaliers. They are created as written in the Pathfinder Roleplaying Game Advanced Players Guide. Clerics Clerics are found in Middleearth Elrond is quite evidently a cleric. However, these kinds of spellcasters seem to keep a low profile, and wouldn't think of themselves as priests or disciples of a deity

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instead, think of them as healers or white wizards. The class is available only to Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Druids Druids are present Radagast the Brown is evidently a Druid. However, these kinds of spellcasters seem to keep a low profile, and wouldn't think of themselves as priests or disciples of a deity instead, think of them as healers or white wizards. The class is available only to Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Fighters Fighters are found everywhere in Middle-earth and are created as written in the Pathfinder Roleplaying Game Core Rulebook. Gunslingers Gunslingers are prohibited as a character class! Inquisitors Inquisitors are prohibited as a character class! Magus Magus are prohibited as a character class! Monks Monks are prohibited as a character class! Ninjas Ninjas are prohibited as a character class! Oracles Oracles are available as a character class only with GM approval. If approved, they are created as written in the Pathfinder Roleplaying Game Advanced Players Guide. Paladins Paladins are found amongst the oldor Elves and in Gondor. Dol Amroth in particular seems a good home for Paladins. As such, this class is limited to those of Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Rangers Rangers are found anywhere in Middle-earth from the Dnedain of forgotten Rhudaur to Orcs in the Grey Mountains to Faramir's patrol area in Ithilien. Only Elves or those with the blood

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of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans may use the Ranger as written in the Pathfinder Roleplaying Game Core Rulebook. All other races must use the variant, Spell-less Ranger (see the Middleearth d20 Variant Classes section below). Rogues Rogues are found everywhere in Middle-earth and are created as written in the Pathfinder Roleplaying Game Core Rulebook. Samurai Samurai are prohibited as a character class. Sorcerers Sorcerers are more common than Wizards, and do not have dragons as ancestors. Instead, the Sorcerer class in Middle-earth is comprised of individuals who are Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Disallowed bloodlines include Aberrant, Abyssal, Accursed, Crossblooded, Djinni, Draconic, Efreeti, Elemental, Infernal, Marid, Rakshasa, Shaitan, Undead, and Wildblooded. Summoner Summoners are prohibited as a character class! Witches Witches are available as a character class only with GM approval. If approved, they are created as written in the Pathfinder Roleplaying Game Advanced Players Guide. Also, the Witch class in Middle-earth is comprised of individuals who are Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Wizards Wizards are incredibly rare in Middle-earth, but can be found (Diviner and Illusionist specialists being the most common). Necromancer specialists would always be evil; the Nmenreans, prior to the destruction of Numenor, produced a number of Necromancers, and it can be surmised that the Black Nmenreans from Umbar favor this class. The class is available only to Valar, Maiar, Elves, or those with the blood of those races in their

heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Adepts Adepts are are the most common spellcaster in Middle-earth and are much like the divine casters low profile and more of a village wise person than a typical spellcaster. In addition, this is the only spellcaster class available to those who are not of Valar, Maiar, Elves, or those with the blood of those races in their heritage, including Half-elves, Black Nmenreans, Dnedain and Nmenreans. Aristocrats Aristocrats can be found most commonly amongst Hobbits and Humans (Nmenreans). The Humans (Haradrim) and Humans (Easterlings) may very well have an Aristocratic social class. The Elves also have Aristocrats, as do the Dwarves, but they don't seem as likely to adventure adventurers from these races would be of the PC classes. Humans (Black Nmenreans) are very likely to be Aristocrats, since they are the ruling class of Umbar. Mandatory Multiclassing All spellcasters must alternate each level between a spellcasting class and either a non-spellcasting class, one with secondary spellcasting abilities (Bard, Paladin, Ranger), or one that uses a magic type (Arcane or Divine) opposite to that used by the primary spellcasting class (that is, Divine spellcasters may multiclass into an Arcane spellcasting class, and vice-versa). This requirement limits high-level spells to characters of very high levels. It also limits the number of beings capable of creating magical items.

Prestige Classes
Prestige classes from the Pathfinder Roleplaying Game Core Rulebook and the Pathfinder Roleplaying Game Advanced Players Guide are only allowed only with GM approval! As always, dedication to the Tolkien genre outweighs game conventions.

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Languages
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Adnaic Spoken in Numenor during the Second Age. Now spoken by the Black Nmenreans and the Corsairs of Umbar. Apysaic Spoken by the Southern Haradrim (Humans that dwell in the great arid and semi-arid lands south of Harandor and Mordor). Atliduk Spoken by the Beornings (Humans, largest of the Northmen). Black Speech Spoken by Uruk-Hai Orcs, Olog-Hai trolls, and by Sauron (and may have been invented by him). Dunael Spoken by the Dunlendings (Humans that live in the hills and highlands west of the Anduin valley). Written Dunael is rare, for a premium is placed on oration and the performing arts. Haradaic Spoken by the Northern Haradrim (Humans that dwell in the great arid and semi-arid lands south of Harandor and Mordor). Khuzdul (Dwarvish) A private language, not thought to be known by anyone other than Dwarves, except for Gandalf, and amazingly enough, Galadriel. Labba Spoken by the Lossoth (Human dwellers of the Far North of western Middle-earth). There is no written version. Logathig Spoken by the Dorwinrim (Humans that dwell in the lands northeast of Mordor) and the Easterlings (Humans that dwell in north-central Middle-earth). Nahaiduk Spoken by the Woodmen of Mirkwood. Orkish (Debased Black Speech) Spoken among several groups of Orcs including those of Moria, Isengard, and Mordor. It is said to have many mutually unintelligible dialects, although they are not delineated. Pkael The guttural tongue spoken by the Woses (Primitive Humans that live in remote Middle-earth woodlands). The written version is made up of pictographic signs, most quite simple, used for the most practical purposes notably

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to mark paths or signal their brethren while out in the wood. Quenya Used as a high speech among Elves along the western coast, Rivendell, and Lorien. It is also used amongst the Dnedain and certain educated Hobbits. Rohirric Spoken by the Rohirrim (Humans that live in the Lands of Rohan). Silvan (Bethteur) Spoken by the Elves of Lorien and Mirkwood; the speech of the Elves of Mirkwood is called Bethteur, the Wood-speech. Sindarin The usual speech of folk of Elrond's house, the Dnedain in both Gondor and the north of Middle-earth, and the house language of Thranduil of Mirkwood. Umitic Spoken by the Umli (Halfdwarves that live in the Far North of northcentral Middle-earth). Varadja Spoken by the Variags (Humans that dwell in the arid lands southeast of Mordor). Waildyth Nature Signals of the Beornings. Westron (Common Speech) The common speech of mortals. Dialects are spoken in Gondor, Bree, and other places. It is the common language of Dwarves. A particularly harsh dialect is spoken by Orcs when necessary.

Prohibited Spells
Spells that create something from nothing, or which fundamentally alter the nature of something, go against Eru's will. Such spells are either unavailable, or are used only by those who either directly carry out the will of Eru (the Valar and Maiar) or who directly flout Eru's will (the renegade Vala Melkor, later named Morgoth, or renegade Maiar such as Sauron). Spells such as fireball or wall of stone use surrounding matter or energy to create their effects. In the case of fireball, superheating the oxygen in the surrounding air creates the effect. Regardless, such spells are rarely used,

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because they skirt along the edges of going against the will of Eru. Spells such as bull's strength or cat's grace simply enhance what is already in existence and which the recipient of the spell already possesses. Spells that access other planes (except the Ethereal Plane, called the Spirit World or the other side in Middle-earth) do not function, since Middle-earth is not directly connected to any other planes of existence. Aman, or The Undying Lands, is not accessible because it was closed off from any except for those whom the Valar allow to find it. Aman is not exactly another plane; it was once physically part of the same plane as Middleearth, but was cordoned off millennia ago. Spells that have effects against Outsiders are either prohibited or rendered powerless, because there are technically no Outsiders in Middle-earth. The Balrog, for example, is a Maia, one of the spirits that initially carried out the will of Eru and helped create Middle-earth so, while he is now a twisted, demonic figure, he is still considered a native of the world he played a part in creating. Also, spells that are too flashy for Middle-earth are considered prohibited. Some flashy spells will not be prohibited because there is either evidence in the films (or books) of their existence, or a spell that was similar in description to a Pathfinder spell was actually used in the books. For example, fireball was not excluded because the assumption was made that since Gandalf used a number of fire-based effects in the books (a fire seeds spell in The Hobbit, his fireworks, the sheet of flame which broke the bridge in Moria, etc.), he might well have had access to this spell. Even if he had access to it through his wearing of the Elven Ring Narya, the Ring of Fire, the spell still seems possible in Middle-earth, so it is not prohibited, however, it would rarely be used. Acid Arrow All Chaos spells All Law spells Animate Dead Astral Projection

Banishment Beast Shape I-IV Blade Barrier Clenched Fist Clone Contact Other Plane Create Food and Water Create Water Crushing Hand Dimensional Anchor Dismissal Elemental Body I-IV Elemental Swarm Enlarge Person Enlarge Person, Mass Flesh to Stone Forceful Hand Form of the Dragon I-III Freezing Sphere Gaseous Form Gate Giant Form I-II Grasping Hand Helping Hand Hideous Laughter Instant Summons Interposing Hand Irresistible Dance Levitate Limited Wish Mage's Disjunction Mage's Faithful Hound Mage's Lucubration Mage's Magnificent Mansion Mage's Private Sanctum Mage's Sword Magic Jar Major Creation Mark of Justice Maze Meld Into Stone Minor Creation Miracle Phantom Trap Planar Ally Planar Ally, Greater Planar Ally, Lesser Planar Binding Planar Binding, Greater Planar Binding, Lesser Plant Shape I-III

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Polymorph Polymorph Any Object Polymorph, Greater Raise Dead Reduce Animal Reduce Person Reduce Person, Mass Refuge Regenerate Reincarnate Resilient Sphere Resurrection Reverse Gravity Righteous Might Rope Trick Secret Chest Secure Shelter Sepia Snake Sigil Shadow Conjuration Shadow Conjuration, Greater Shadow Evocation Shadow Evocation, Greater Shadow Walk Shapechange Shrink Item Soul Bind Spectral Hand Spider Climb Statue Stone to Flesh Telekinesis Teleport Teleport Object Teleport, Greater Teleportation Circle Time Stop Tiny Hut Transmute Metal to Wood Transmute Metal to Wood Transmute Mud to Rock Transmute Rock to Mud Trap the Soul True Resurrection Wall of Iron Wind Walk Wish Word of Recall Note: Some of the most powerful spellcasters in Middle-earth the Wizards,

Elves such as Galadriel may have access to some of the spells intimated here. This is either due to meddling in types of magic that are normally forbidden or taboo due to their association with Sauron or Morgoth (as Saruman did), or due to a character being among the oldest and wisest people in Middleearth (such as Galadriel).

Restricted Spells
Blasphemy There are no extraplanar creatures in Middle-earth. Creatures that would be considered extraplanar in standard Pathfinder such as the Balrog are, in fact, considered to be native to Middle-earth. Create Undead and Create Greater Undead These spells are available only to Sauron. Dictum See the explanation for Blasphemy.

New Magic Weapon Special Ability


Sense: A sense weapon has the innate ability to detect certain types or subtypes of creatures. If there are creatures of the chosen type within 1000 ft., a sense weapon will emit a blue glow, which gets more intense the closer the creatures are. Sense weapons do not indicate number or direction, only relative distance. Only melee weapons may have this ability. This ability replaces the Ki Focus ability on the Melee Weapon Special Abilities table (Table 15-9) in the Pathfinder Roleplaying Game Core Rulebook (p. 469).

Magic Weapons
Examples of magic weapons from the books and movies: o Sting +1 Goblinoid-bane, GoblinoidSense short sword o Glamdring +3 Holy Goblinoid-bane, Goblinoid-Sense longsword o Legolas' Bow +1 Enhancement, +2 Mighty composite longbow

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Bilbo's Mithril shirt +1 Mithril chain shirt, medium fortification Narsil (Anduril) Holy Avenger Sam's Elven Rope Rope of Climbing

Examples of other appropriate magic items: o Nearly any Minor Potion o Nearly any Scroll of 2nd level or less o Any Minor Ring o Any Minor Rod, except Metamagic Rods o No Staves o No Wands o Most Minor Wondrous Items, except items like Pearls of Power that deal with spellcasting, or that duplicate inappropriate or flashy spells, like Necklace of Fireballs o Some Medium and Major Wondrous Items evaluated on an individual basis!

Roll Amount 01-02 1 gp 03-05 2 gp 06-15 5 gp 16-25 10 gp 26-35 15 gp 36-45 20 gp 46-55 30 gp 56-65 35 gp 66-70 40 gp 71-75 50 gp 76-80 60 gp 81-85 70 gp 86-90 80 gp 91-94 100 gp 95-97 125 gp 98-99 150 gp 00 200 gp

Hero Points
The hero points system, described in the Pathfinder Roleplaying Game Advanced Players Guide (pp. 322-325), is included in the Middleearth d20 Campaign to simulate the effects of fate on principal characters (the PCs and major NPCs) in Middle-earth. Fate can play a fickle role in the events of Middle-earth, allowing the most unassuming people the chance to accomplish great deeds. Hero points are meant to represent the hidden reserves of luck, confidence, and determination a character possesses, as well as a measure of a persons place in the natural order of Middle-earth. A characters hero points will fluctuate over time, but all characters will have a chance to earn more by accomplishing goals in line with their moral philosophies. As a character gains hero points, he becomes more capable of handling difficult situations, but a shortage of hero points reflects that the characters time in Middle-earth might be drawing to an end. All characters start the campaign with a number of hero points that is based upon their race and the age in which the character exists. By the Third Age, the Elves were a vanishing race, no longer concerning themselves with the affairs of men or, to a large degree, Middle-

Character Traits
When you create your character for the Middle-earth d20 Campaign, select two character traits from the Pathfinder Roleplaying Game Advanced Players Guide (pp. 326-333). When selecting traits, you may not select more than one from the same list of traits (the four basic traits each count as a separate list for this purpose).

Background Points
When you create your character for the Middle-earth d20 Campaign, a new PC has a certain number of Background Points based upon his race. Each point may be allocated for one of the following: o To reflect a hobby, increase one skill with a +2 bonus. o Increase starting Hero Points by one. o +1 Magic item (subject to GM approval). This item may not be sold in an attempt to circumvent the Money table option! o The GM will roll twice on the following Money table.

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earth which is reflected as a smaller starting hero point pool. Conversely, humans are waxing in the Third Age and are allowed to have a larger number of hero points. Hobbits have a large number of hero points due to the simple fact that they are extraordinarily lucky, and have great reserves of determination to draw upon. The following table lists the racial starting values for hero points for each age in Middle-earth.
Race Dwarf Elf Half-elf Half-orc Hobbit Human (Black Nmenrean /Dnedain/Nmenrean) Human (All Others) First Second Third Fourth Age Age Age Age 3 3 3 3 5 3 2 2 4 4 4 4 4 3 3 2 5 5 5 5 4 4 5 4 5 4 5

judgment for awarding hero points, but should not be too generous with them. Only one hero point may be earned per adventure. Hero points are powerful weapons in a characters arsenal, and should only be awarded for extraordinary deeds.

Starting Equipment
All characters start out with the following Starting Equipment: o 20 gold pieces (gp) o 1 dagger o 2 weapons appropriate to characters Race and Class o 1 set of piecemeal armor appropriate to the characters Race and Class (consult with GM for approval) o 2 outfits of clothing (specify color, type, etc.) o 1 pair of footwear o 1 cloak (specify color) o 1 bedroll o Flint and steel o Tinder box o 7 days rations o Flask o Back pack o 1 to 3 small sack(s) o 50 ft. rope o Weapons maintenance tools (honing stone, oil, spare bowstring, etc.)

Once a hero point is spent, it is gone, and will not return on its own. In order to earn more hero points, a character must perform actions that are in agreement with his ethical and philosophical outlook. For example, a Ranger of the North might earn a hero point by helping a village fend off an orc attack that would have resulted in the destruction of the village. Likewise, a servant of Sauron might earn a hero point by slaying a particular champion of good, or causing great destruction and suffering. The GM should use his

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MIDDLE-EARTH D20 VARIANT CLASSES


Spell-less Ranger
Alignment: Any Hit Die: d10 Class Skills: The Spell-less Ranger's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Stealth (Dex), Survival (Wis) and Swim (Str). Skill Points at Each Level: 6 + Int modifier Class Features Weapons and Armor Proficiency: A Spellless Ranger is proficient with all simple and martial weapons and with light armor and shields (except tower shields). Favored Enemy (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Track (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Wild Empathy (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Stealth Attack: If a Spell-less Ranger can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage. The ranger's attack deal extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ranger flanks his target. This extra damage is 1d6 at 2nd level, and increases by 1d6 every four levels thereafter. Should the ranger score a critical hit with a stealth attack, this extra damage is not multiplied. Ranged attacks can count as stealth attacks only if the target is within 30 ft. Stealth attacks are possible only when the ranger wears light or no armor. A ranger can only use this ability while in a favored terrain or against a favored enemy. Combat Style Feat (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Endurance: See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Nature's Healing (Ex): Beginning at 3rd level, the Spell-less Ranger gains a +2 bonus to Heal skill checks. If he can beat the appropriate Heal DC check, the ranger heals an additional 1d6 hit points of damage plus 1 for every 3 ranger levels. Nature's healing can only be used when a ranger is in one of his favored terrains. A ranger does not need a Healer's Kit in order to use this ability. Favored Terrain (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Hunter's Bond (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Ranger Talent: As a Spell-less Ranger gains experience, he learns a number of talents that aid him in combat and help him survive in the in the wilds. At 4th level, a ranger gains one ranger talent. He gains additional ranger talents as he increases in level. A ranger cannot select an individual talent more than once. Additional Animal Companion (Ex): A Spell-less Ranger with this ability may select an additional animal companion. In addition, the ranger's effective druid level when selecting this companion is equal to his ranger level. Low-Light Vision (Ex): A Spell-less Ranger with this ability gains low-light vision. If he already has low-light vision, this ability has no additional effect. Favored Enemy Critical (Ex): When scoring a critical threat on one of your favored enemies, gain +4 bonus to the roll made to confirm the critical. Trap Finding (Ex): When in a favored terrain, a ranger with this ability can use the Perception skill to locate traps (see rogue).

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Trackless Step (Ex): When desired, a Spellless Ranger with this ability leaves no trail in natural surroundings and cannot be tracked. A ranger can also track others possessing the Trackless Step ability when in one of his Favored Terrains, but suffers a -10 to the check. Improved Nature's Healing (Ex): A Spellless Ranger with this ability uses his total ranger levels to calculate additional hit points healed, instead of the standard one point per three ranger levels. Improved Tracking (Ex): A Spell-less Ranger with this ability adds his ranger level to Survival skill checks made to follow or identify tracks. If he exceeds the DC by 10 or more, he can learn additional information about his prey (including number and type of creatures tracked etc). Ranger Feat: Instead of a talent, the Spellless Ranger may choose a feat that he qualifies for from his chosen combat style or from the following list: Additional Favored Terrain*, Additional Favored Enemy*, Animal Affinity, Athletic, Dodge, Diehard, Favored Terrain Expert*, Nimble Moves, Run, Self-Sufficient, Stealthy, Toughness (an asterisk * indicates a new feat outlined in the Middle-earth d20 New Feats section below).

Fast Movement (Ex): When in a Favored Terrain, a ranger's base speed increases by +10 ft at 5th level. At 12th level, this bonus increases to +20 ft. These bonuses only apply when the ranger wears light or no armor. Woodland Stride (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Swift Tracker (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Evasion (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Quarry (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Camouflage (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Improved Evasion (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Hide in Plain Sight (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook. Master Hunter (Ex): See the Ranger section in Chapter 3 of the Pathfinder Roleplaying Game Core Rulebook.

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Table: Spell-less Ranger


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Special 1st favored enemy, track, wild empathy Combat style feat, stealth attack 1d6 1st favored terrain, endurance, nature's healing Hunter's bond, ranger talent 2nd favored enemy, fast movement +10 ft Combat style feat, stealth attack 2d6 Ranger talent, woodland stride 2nd favored terrain, swift tracker Evasion, ranger talent 3rd favored enemy, combat style feat, stealth attack 3d6 Quarry, ranger talent Camouflage, fast movement +20 ft 3rd favored terrain, ranger talent Combat style feat, stealth attack 4d6 4th favored enemy Improved evasion, ranger talent Hide in plain sight 4th favored terrain, combat style feat, stealth attack 5d6 Improved quarry, ranger talent 5th favored enemy, master hunter

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MIDDLE-EARTH D20 DEITIES


Religion pervades all society. Eru stands as the One True God, the All Father, with many lesser beings being worshipped as lesser gods/goddesses known as Valar. Divine
Name Aul

classes dedicate themselves to a Valar and act as their servants. Devotion to a Valar grants the indicated bonuses.

Information Title: The Smith Alignment: Lawful Good Domains: Artifice, Earth, Good, Protection, Rune Bonus: Devotion to him grants a +2 bonus to Appraise, Craft (Stonemasonry), Craft (Armor) and Craft (Weapons) skill checks. Notes: One of the Aratar, the eight greatest of the Valar, Aul was the Vala concerned with the substance of Arda; rock and metal. As his name suggests, he was also the builder and inventor of the Valar. Among his greatest creations were the race of Dwarves and the vessels of the Sun and Moon. Titles: The Queen of the Stars, Varda Alignment: Chaotic Good Domains: Charm, Community, Good, Magic, Sun Bonus: Devotion to her grants a +2 save bonus to spells cast by evil powers. Notes: Spouse of Manw and great among the Queens of the Valar. She set the stars in the sky, for which the Eldar of Middle-earth revered her, calling her by the name of Elbereth. Title: The Gentle Healer Alignment: Chaotic Good Domains: Community, Good, Healing, Liberation, Travel Bonus: Devotion to her grants a +4 to Constitution checks made to continue running and to avoid nonlethal damage from a forced march (as per the Endurance feat). Notes: A lady of the Valar, the spouse of Irmo, who dwells with him in the gardens of Lrien in Valinor. Title: The Master of Visions and Dreams Alignment: Lawful Neutral Domains: Liberation, Luck, Madness, Trickery, Travel Bonus: Devotion to him reduces by half the amount of complete rest needed to recover from being fatigued. Notes: More commonly called Lrien, from the gardens of Lrien in Valinor where he dwelt with his wife, Est. Titles: The Judge of the Dead, Nmo Alignment: Lawful Neutral Domains: Death, Liberation, Luck, Protection, Repose Bonus: Devotion to him grants 1 free Hero Point per gaming session. Note that this Hero Point may not be saved if it is not used during the game session in which it is granted, it is lost! Notes: The Doomsman of the Valar and keeper of the slain in his halls in the west of Valinor. Titles: King of the Valar; Lord of Air, Wind and Skies; King of Arda Alignment: Neutral Good Domains: Air, Good, Knowledge, Nobility, Weather Bonus: Devotion to him grants a +2 bonus to one Knowledge skill and to all weather-related skill checks. Notes: Greatest of the Valar, Manw is the spouse of Elbereth. He dwells in his halls on Taniquetil, highest of mountains, governing all with an affinity to the winds and airs of Arda. Titles: The Dark Lord, Morgoth

Elbereth

Est

Irmo

Mandos

Manw

Melkor

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Name

Information Alignment: Lawful Evil Domains: Darkness, Death, Destruction, Evil, War Bonus: None. Notes: Followers of evil cults throughout the ages have devoted themselves to Melkor, Sauron, and others powerful in the darkest of arts. These cults are savage and brutal, exacting bloody rites and sacrifices to these gods of darkness. Devotees of these faiths do not garner any bonuses as Melkor is beyond the reaches of the world to affect it in any way until the End of Days.

Nessa

Title: The Dancer Alignment: Chaotic Good Domains: Charm, Community, Glory, Good, Liberation Bonus: Devotion to her grants a +2 bonus to Perform skill checks. Notes: The spouse of Tulkas and sister to Orom, she delights in dancing on the green lawns of Valimar. Title: The Lady of Mercy Alignment: Neutral Good Domains: Good, Knowledge, Luck, Nobility, Repose Bonus: Devotion to her grants a +2 bonus to Sense Motive and Diplomacy skill checks. Notes: A Queen of the Valar, the sister of Mandos and Irmo, who dwells alone on the western borders of the World. Nienna ranks as one of the eight Aratar, the most powerful of the Valar. Grief and mourning are Niennas province; in her halls in the distant west, she weeps for the suffering of Arda. Her part in the Music of the Ainur was one of deep sadness, and from this grief entered the world in its beginning. The Maia Olrin, who was later to travel to Middle-earth as Gandalf, learned much from her. Title: The Huntsman Alignment: Chaotic Good Domains: Animal, Community, Good, Plant, Travel Bonus: Devotion to him grants a +2 bonus to Ride, Survival, and Combat skill checks when hunting animals. Notes: Orom is one of the Aratar and the brother of Nessa. In ancient times, he rode often in the forests of Middle-earth, and it was he who first discovered the Eldar at Cuivinen. Title: The Champion Alignment: Chaotic Good Domains: Glory, Good, Nobility, Strength, War Bonus: Devotion to him grants a +2 bonus to unarmed strikes, Combat Maneuver Bonus, and Intimidate skill checks while in combat. Notes: The last of the Valar to descend into Arda, and the most warlike; he did battle with Melkor in the years when the World was young. It is said that he laughs more than anything, especially while in battle, instilling great fear into his enemies. Title: The Lord of Waters (Seas) Alignment: True Neutral Domains: Animal, Nature, Plant, Water, Weather Bonus: Devotion to him grants a +2 bonus to skill checks related to the sea (i.e., sea-craft, weather, Survival, etc.). Notes: One of the greatest of the Valar. In the dark days of the First Age, he kept watch and lent indirect aid to both Elves and Men while the others of his order remained in Valinor. Title: The Weaver Alignment: Lawful Neutral Domains: Artifice, Community, Knowledge, Protection, Rune Bonus: Devotion to her grants a +2 bonus to Knowledge (History) skill checks. Notes: She is a Queen of the Valar, spouse of Mandos, and the one who weaves the tales of the history of Arda.

Nienna

Orom

Tulkas

Ulmo

Vair

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Name Vna

Information Title: The Ever-Young Alignment: Neutral Good Domains: Animal, Charm, Good, Plant, Trickery Bonus: Devotion to her grants a +2 bonus to Diplomacy skill checks. Notes: She is a lady of the Valar, sister of Yavanna, and spouse of Orom. Flowers were said to open, and birds sing, at her passing. Title: The Giver of Fruits Alignment: Lawful Good Domains: Animal, Good, Knowledge, Plant, Weather Bonus: Devotion to her grants a +2 bonus to Knowledge (Nature) skill checks. Notes: She is the Vala whose province was all growing things upon the earth. She was the spouse of Aul the Smith.

Yavanna

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MIDDLE-EARTH D20 NEW PRESTIGE CLASSES


Bowmaster (e.g., Legolas)
Hit Die: d8. Requirements: To qualify to become a Bow Master, a character must fulfill all the following criteria: Base Attack Bonus: +5. Skills: Craft (bowmaking) 5 ranks. Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow, shortbow, or the composite version of either). Class Skills: The Bow Masters class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Ride (Dex), Perception (Wis), and Swim (Str). Skill Points at Each Level: 2 + Int modifier. Class Features Weapon and Armor Proficiency: Bow Masters gain no proficiency with any weapon or armor. Ranged Precision (Ex): As a standard action, a Bow Master may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, a Bow Master must be within 30 feet of his target. A Bow Masters ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage. Unlike with a rogues sneak attack, the Bow Masters target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the Bow Masters extra precision damage stacks with sneak attack damage. Treat the Bow Masters ranged precision attack as a sneak attack in all other ways. The Bow Masters bonus to damage on ranged precision attacks increases by +1d8 every two levels. A Bow Master can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat. Close Combat Shot (Ex): At 2nd level, a Bow Master can attack with a ranged weapon while in a threatened square and not provoke an attack of opportunity. Further, the Bow Master is allowed to make Attacks of Opportunity using an arrow as a melee weapon. Greater Weapon Focus (Ex): At 4th level, a Bow Master gains the Greater Weapon Focus feat with a single ranged weapon for which he has taken the Weapon Focus feat even if he has not attained 8th level as a fighter. Sharp-Shooting: At 6th level, a Bow Master gains the Sharp-Shooting feat (see below) even if he does not meet the prerequisites. Extended Precision (Su): A 10th level Bow Masters senses and feel for the shot become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.

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Table: The Bow Master


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Special Ranged Precision +1d8 Close Combat Shot Ranged Precision +2d8 Greater Weapon Focus Ranged Precision +3d8 Sharp-Shooting Ranged Precision +4d8 Ranged Precision +5d8 Extended Precision

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Dwarven Defender (e.g., Gimli)


Hit Die: d12. Requirements: To qualify to become a defender, a character must fulfill all the following criteria: Race: Dwarf. Alignment: Any lawful. Base Attack Bonus: +7. Feats: Dodge, Endurance, Toughness. Class Skills: The defenders class skills (and the key ability for each skill) are Craft (Int), Sense Motive (Wis), and Perception (Wis). Skill Points at Each Level: 2 + Int modifier. Class Features AC Bonus (Ex): The Dwarven Defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level. Weapon and Armor Proficiency: A Dwarven Defender is proficient with all simple and martial weapons, all types of armor, and shields. Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defenders hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the characters (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a 2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The

Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action. Uncanny Dodge (Ex): Starting at 2nd level, a Dwarven Defender retains his Dexterity bonus to AC (if any) regardless of being caught flatfooted or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below). Trap Sense (Ex): At 4th level, a Dwarven Defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes. Damage Reduction (Ex): At 6th level, a Dwarven Defender gains damage reduction. Subtract 3 points from the damage the Dwarven Defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/. Damage reduction can reduce damage to 0 but not below 0. Improved Uncanny Dodge (Ex): At 6th level, a Dwarven Defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the Dwarven Defender. The exception to this defense is that a rogue at least four levels higher than the Dwarven Defender can flank him (and thus sneak attack him). If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character. Mobile Defense (Ex): At 8th level, a Dwarven Defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

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Table: The Dwarven Defender


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 AC Bonus +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 Special Defensive Stance 1/day Uncanny Dodge Defensive Stance 2/day Trap Sense +1 Defensive Stance 3/day Damage Reduction 3/ , Improved Uncanny dodge Defensive Stance 4/day Mobile Defense, Trap Sense +2 Defensive Stance 5/day Damage Reduction 6/

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MIDDLE-EARTH D20 NEW FEATS


Additional Favored Terrain
You have additional Favored terrains. Prerequisite: Favored terrain class ability. Benefit: You may choose one additional favored terrain. All bonuses are at base amounts but may be increased following the favored terrain ability rules.

Favored Terrain Expert


You are especially at home in a specific favored terrain. Prerequisite: Favored terrain class ability. Benefit: You may specify one of your favored terrains. While in that terrain, you gain an additional +2 bonus to initiative and to Knowledge (geography), Perception, Stealth, and Survival skill checks.

Sharp-Shooting
Your skill with ranged weapons lets you score hits others would miss due to an opponents cover. Prerequisite: Point Blank Shot, Precise Shot, base attack bonus +3. Benefit: Your targets only receive a +2 bonus to Armor Class due to cover. This feat has no effect against foes with no cover or total cover. Normal: Cover normally gives a +4 bonus to AC. Special: A fighter may select Sharp-Shooting as one of his fighter bonus feats.

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MIDDLE-EARTH D20 RISKS OF SPELL USE


At last reluctantly Gandalf himself took a hand. Picking up a faggot he held it aloft for a moment, and then with a word of command, naur an edraith amen! he thrust the end of his staff into the midst of it. At once a great spout of green and blue flame sprang out, and the wood flared and sputtered. If there are any to see, then I at least am revealed to them, he said. I have written Gandalf is here in signs that all can read from Rivendell to the mouths of Anduin. The Fellowship of the Ring In Middle-earth, spells and magic items broadcast that magic is being used to other parties. Anyone who wields magic can sense that broadcast. The Maiar, being creatures of the Sacred Flame, could feel the use of magic; this was the case with Sauron, who could feel its use easily anywhere in the world. This sense functions similar to the spell, detect magic. To sense a broadcasting spell or use of a magic item, a Perception skill check is made. Any spell or magic item used can be potentially noticed by spellcasters, Maiar, Istari, Elves, or those with Elven blood. Too, these folk are potentially able to tell the identity of the caster and in what direction they are from them, but not exactly where. Maiar, Istari, and oldor Elves gain a +4 bonus to this check; Sindar Elves, Wood Elves, and Dnedain/Nmenreans gain a +1 bonus to this check. Certain items (e.g., the Elven Rings) might dampen attempts to sense their use or their wearers use of magic, while others (e.g., the One Ring) might enhance them. The following formula is used to determine the Perception skill check DC: Perception DC = 30 Spells Functioning Spell Level or Items Caster Level + Distance Modifier Distance 100 yards 200 yards mile mile 1 mile Modifier -4 -3 -2 -1 +0 Distance 2 miles 5 miles 10 miles 15 miles 25 miles Modifier +1 +2 +3 +4 +5 Distance Modifier 50 miles +6 100 miles +7* 250 miles +8* 500 miles +9* 1000 miles +10*

* To sense for magic at distances over 50 miles, one must be actively sensing (a full round action), and the appropriate distance penalty still applies.

Thus, a relatively perceptive oldor Elf (Perception +8) will sense a 1st level spell being cast 100 yards away on a roll of 13 or higher. The same Elf can sense a 4th level spell being cast automatically (by taking 10) at the same 100 yards. With sufficient time, the same Elf can sense the same spell being cast automatically (by taking 20) at a distance of up to 50 miles!

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Middle-earth d20 Vitality and Wound Points


The vitality and wound points damage system was originally developed for the Star Wars Roleplaying Game as a more cinematic method of handling damage than the traditional hit point system. The system allows for characters to improve the amount of punishment they can withstand as they go up in level, while still allowing for a single lucky attack to take down a character. Vitality Points Vitality points are a measure of a character's ability to turn a direct hit into a graze or a glancing blow with no serious consequences. Like hit points in the standard D&D rules, vitality points go up with level, giving high-level characters more ability to shrug off attacks. Most types of damage reduce vitality points. Characters gain vitality points as they gain levels. Just as with hit points in the standard D&D rules, at each level a character rolls a vitality die and adds his Constitution modifier, adding the total to his vitality point total. (And, just as with hit points, a character always gains a minimum of at least 1 vitality point per level, regardless of his roll or Constitution modifier.) A 1st-level character gets the maximum vitality die result rather than rolling, as shown on Table 4-6 below. Table: Vitality Points Class Barbarian Bard Cleric Druid Fighter Monk Paladin Ranger Rogue Sorcerer Wizard Vitality Points at 1st level 12 + Con mod 6 + Con mod 8 + Con mod 8 + Con mod 10 + Con mod 8 + Con mod 10 + Con mod 8 + Con mod 6 + Con mod 4 + Con mod 4 + Con mod Vitality Die d12 d6 d8 d8 d10 d8 d10 d8 d6 d4 d4 Any critical hit automatically overcomes a creature's damage reduction, regardless of whether the attack could normally do so. Most weapons retain their normal critical threat range. If a weapon normally has a critical multiplier greater than x2, the weapon's threat range expands by 1 point per additional multiplier, as indicated on the table below. Multiplier x3 x4 x5 Injury and Death Vitality and wound points together measure how hard a character is to hurt and kill. The damage from each successful attack and each fight accumulates, dropping a character's vitality point or wound point totals until he runs out of points. Non-lethal Damage This system doesn't differentiate between lethal and nonlethal damage. Attacks and effects that normally deal nonlethal damage reduce vitality points, except on a critical hit, in which case they reduce wound points. 0 Vitality Points At 0 vitality points, a character can no longer avoid taking real physical damage. Any additional damage he receives reduces his wound points. Taking Wound Damage The first time a character takes wound damage even a single point he becomes fatigued. A fatigued character can't run or charge and takes a -2 penalty to Strength and Dexterity until he has rested for 8 hours (or until the wound damage is healed, if that occurs first). Additional wound damage doesn't make the character exhausted. In addition, any time an attack deals wound damage to a character, he must succeed on a Fortitude saving throw (DC 5 + number of wound points lost from the attack) or be stunned for 1d4 rounds. (During that time, any other character can take a standard action to help the stunned character recover; doing so ends the stunned condition.) 0 Wound Points Wound points cannot drop below 0; any damage that would cause a character's wound point total to drop below 0 simply causes the character to have 0 wound points. At 0 wound points, a character is disabled must attempt a DC 15 Fortitude save. If he succeeds on the save, he is merely disabled. If he fails, he falls unconscious and begins dying. New Threat Range 19-20 18-20 17-20

Wound Points Wound points measure how much true physical damage a character can withstand. Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. A character has a number of wound points equal to her current Constitution score. Critical Hits A critical hit deals the same amount of damage as a normal hit, but that damage is deducted from wound points rather than from vitality points. Critical hits do not deal extra damage; for that reason, no weapon in this system has a damage multiplier for its critical hits.

Disabled: A disabled character is conscious, but can only take a single move or standard action each turn (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn't risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) worsens the character's condition to dying (unless it involved healing; see below). Dying: A dying character is unconscious and near death. Each round on his turn, a dying character must make a Fortitude save (DC 10, +1 per turn after the first) to become stable. If the character fails the save, he dies. If the character succeeds on the save by less than 5, he does not die but does not improve. He is still dying and must continue to make Fortitude saves every round. If the character succeeds on the save by 5 or more but by less than 10, he becomes stable but remains unconscious. If the character succeeds on the save by 10 or more, he becomes conscious and disabled. Another character can make a dying character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity). Stable Characters and Recovery A stable character is unconscious. Every hour, a stable character must succeed on a Fortitude save (DC 10, +1 per hour after the first) to remain stable. If the character fails the save, he becomes dying. If the character succeeds on the save by less than 5, he does not get any worse, but does not improve. He is still stable and unconscious, and must continue to make Fortitude saves every hour. If the character succeeds on the save by 5 or more, he becomes conscious and disabled. An unaided stable, conscious character at 0 wound points has a 10% chance to start recovering wound points naturally that day. Once an unaided character starts recovering wound points naturally, he is no longer in danger of dying. Recovering with Help: A dying character can be made stable with a DC 15 Heal check (a standard action that provokes attacks of opportunity). One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of regaining consciousness, at which point he becomes disabled. If he remains unconscious, he has the same chance to regain consciousness every hour. Even while unconscious, he recovers wound points naturally, becoming conscious and able to resume normal activity when his wound points rise to 1 or higher.

Special Damage Situations The vitality point system changes the way some special damage effects work. Coup de Grace A coup de grace functions normally in that it automatically hits and scores a critical hit (and thus the damage dealt is applied to the target's wound points). If the defender survives the damage, he must make a Fortitude save (DC 10 + the amount of damage dealt) or die. Massive Damage The massive damage rule does not apply under this system. Healing After taking damage, a character can recover vitality and wound points through natural healing (over the course of hours or days), or by magic. In any case, a character can't regain vitality points or wound points above his full normal totals. Natural Healing Characters recover vitality points at a rate of 1 vitality point per hour per character level. With a full night's rest, a character recovers 1 wound point per character level (minimum 1 per night), or twice that amount with complete bed rest for 24 hours. Any significant interruption during the rest period prevents the character from healing that night. Assisted Healing A character that provides long-term care (see the Heal skill) doubles the rate at which a wounded character recovers lost vitality and wound points. Magical Healing Spells that heal hit point damage work somewhat differently in this system. For spells that heal a variable amount of hit point damage based on a die roll (such as cure light wounds), apply the actual die roll as restored vitality points, and any modifier to the die roll (such as caster level, for cure spells) as restored wound points. For example, Cure Moderate Wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points. Spells or effects that return a number of hit points not based on a die roll, such as heal, apply the healing to lost wound points first, then to lost vitality. For example, an 11th-level cleric casting heal has 110 points of healing to apply. If the target has taken 12 points of wound damage and 104 points of vitality damage, the spell heals all the wound damage and 98 points of the vitality damage,

leaving the target with only 6 points of vitality damage remaining. NPCs and Monsters Vitality points are only granted by the "heroic" classes, such as the character classes in the Player's Handbook and various prestige classes. The NPC classes found in the Dungeon Master's Guide adept, aristocrat, commoner, expert, and warrior grant no vitality points (either at 1st level or thereafter). Such characters have wound points equal to their Constitution score. Thus, a typical 1st-level orc warrior has no vitality points and 12 wound points. All damage dealt to such creatures is applied to their wound points. Most monsters, on the other hand, have both wound points and vitality points. For Small, Medium, and Large creatures, a monster's wound point total is equal to its current Constitution score. Creatures smaller or larger than that have their wound point total multiplied by a factor based on their size, as indicated on the table below. Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Wound Point Multiplier x1/8 x x x1 (-2) x1 x1 (+4) x2 x4 x8

overcomes a creature's damage reduction, regardless of whether the attack could normally do so. For example, a critical hit against a skeleton (DR 5/bludgeoning) overcomes the creature's damage reduction even if it was hit with a weapon that does not deal bludgeoning damage. Fast Healing Creatures with fast healing regain vitality points at an exceptionally fast rate, usually 1 or more vitality points per round, as given in the creature's description (for example, a vampire has fast healing 5). If a creature with fast healing has no Constitution score, fast healing restores lost wound points at the same rate instead. The same doesn't apply to creatures that have no vitality points but do have a Constitution score (such as a human warrior or a domestic animal). Such creatures gain no benefit from fast healing. Regeneration All damage dealt to creatures with regeneration is vitality point damage, even in the case of critical hits. The creature automatically heals vitality point damage at a fixed rate per round, as given in the entry (for example, a troll has regeneration 5). A regenerating creature that runs out of vitality points becomes fatigued just as if it had taken wound point damage. Excess damage, however, does not reduce its wound points. Certain attack forms, typically fire and acid, automatically deal wound damage to a regenerating creature, though it may attempt a Fortitude save (DC 10 + damage dealt) to convert this to vitality damage, which it can regenerate normally. Otherwise, regeneration functions as described in the Monster Manual and in individual monster descriptions. Monster Challenge Ratings Increase the CR of any Gargantuan or Colossal creature by +1, unless the creature does not have a Constitution score. Monsters with fractional CRs move up to the next highest fraction. The kobold (ordinarily CR ) becomes CR 1/3, for example, while the goblin (normally CR ) becomes CR 1.

A monster's vitality point total is equal to the number of hit points it would normally have, based on its type and Constitution score. The DM may choose not to assign vitality points to creatures that pose little or no threat to PCs, such as domesticated herd animals. Creatures without Constitution Scores Some creatures, such as undead and constructs, do not have Constitution scores. If a creature has no Constitution score, it has no vitality points. Instead, it has wound points equal to the number of vitality points it would have based on its HD and type. Such creatures are never fatigued or stunned by wound damage. Bonus Hit Points If a creature would have bonus hit points based on its type, these are treated as bonus wound points. (For example, a Medium construct gets 20 bonus wound points.) The same holds true for any permanent effect that increases a character's hit point total (such as the Toughness feat, which adds 3 to the character's wound point total). Damage Reduction Damage reduction functions normally, reducing damage dealt by attacks. However, any critical hit automatically

Behind the Curtain: Vitality and Wounds Characters using this system should be more wary in combat, which can turn deadly in the space of a few lucky rolls. But they can also bounce back from a fight much more quickly. For that reason, this variant is an ideal system for low-magic campaigns or games where healing is otherwise rare. A very weak creature in this system tends to be tougher to kill than in a standard D&D game, since its Constitution score is often higher than the number of hit points it might have had. Very big creatures are also more durable, due to their size modifier. This is reflected in the CR adjustments given in the variant rules. Creatures capable of dealing a large amount of damage on a single hit become significantly more deadly in this system, since a lucky attack roll can deliver a deadly blow to almost any character. For critical hits, consider reducing the additional damage from bonus damage dice (such as a flaming sword or a rogue's sneak attack) to only 1 point per die. (Such attacks deal normal damage on non-critical hits.) That's still pretty scary when fighting a high-level rogue, but not quite as terrifying as facing the possibility of an extra 5 or 10 dice of wound point damage with a successful sneak attack critical hit. You may find other places where damage needs adjustment in this system as well; don't be afraid to tinker when needed to keep your game fun and exciting. Constitution damage is especially deadly under this variant, since every point of Constitution damage reduces wound points by 1 and every 2 points of damage reduces vitality by a number of points equal to the character's HD. If a character's Constitution is reduced to 0, he dies even if he has wound points remaining.

Middle-earth d20 Spell Points


The spell point system presented here allows caster to more freely pick and choose which spells they cast each day. Every spellcaster has a reserve of spell points based on her class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as normal spellcasters would gain bonus spells from a high ability score (see Bonus Spell Points and Bonus Spells). These spell points provide the magical power behind the caster's spells: She spends a number of spell points appropriate to the spell's level to cast the spell (see Casting Spells). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells). Table: Spell Points per Day
Level Bard Cleric, Druid, Wizard Ranger, Paladin Sorcerer

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

0 0 1 5 6 9 14 17 22 29 34 41 50 57 67 81 95 113 133 144

2 4 7 11 16 24 33 44 56 72 88 104 120 136 152 168 184 200 216 232

0 0 0 0 0 1 1 1 1 4 4 9 9 10 17 20 25 26 41 48

3 5 8 14 19 29 37 51 63 81 97 115 131 149 165 183 199 217 233 249

Table: Bonus Spell Points Bonus Spell Points (by Maximum Spell Level)
Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35

1 1 1 1 2 2 2 2 3 3 3 3

1 4 4 4 5 8 8 8 9 12 12 12

1 4 9 9 10 13 18 18 19 22 24 27

1 4 9 16 17 20 25 32 33 36 38 48

1 4 9 16 26 29 34 41 51 54 56 66

1 4 9 16 26 40 45 52 62 76 78 88

1 1 1 4 4 4 9 9 9 16 16 16 26 26 26 40 40 40 58 58 58 65 80 80 75 90 107 89 104 121 104 119 136 114 144 161

Score

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

36-37 38-39 40-41 42-43 44-45 46-47 48-49 50-51

4 4 4 4 5 5 5 5

13 16 16 16 17 20 20 20

28 49 76 31 52 77 36 57 84 36 64 91 37 65 101 40 68 104 45 73 109 45 80 116 and so on...

98 110 117 124 134 148 156 160

124 136 156 163 173 187 205 212

154 166 186 208 218 232 250 272

188 200 220 242 269 283 301 323

PREPARING SPELLS With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of "spells known" for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points). For example, a 4th-level wizard with an Intelligence score of 16, when using the spell point system, would prepare four 0-level spells, four 1st-level spells (three plus her bonus spell for high Intelligence) and three 2nd-level spells (two plus her bonus spell for high Intelligence). These spells make up her entire list of spells that she can cast during the day, though she can cast any combination of them, as long as she has sufficient spell points. Bonus Spell Points and Bonus Spells Any spellcaster who would normally receive bonus spells for a high ability-score receives bonus spell points instead. In effect, the character can simply cast more of her spells each day. To determine the number of bonus spell points gained from a high ability score, first find the row for the character's ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character's class (Wisdom for clerics and druids, Intelligence for wizards, and so forth). Next, find the column for the highest level of spell the character is capable of casting based on her class level (even if she doesn't have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points a character gains. This value can change each time her ability score undergoes a permanent change (such as from an ability score increase due to character level or one from a wish spell) and each time her level changes. For example, the 4th-level wizard with an Intelligence score of 16 is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so she has 4 extra spell points each day (in addition to the 11 points she gets from being a 4th-level wizard). If her Intelligence were increased to 20 because of fox's cunning spell or a Headband of Intellect +4, she wouldn't gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when she reaches 5th level, her bonus spell points would increase from 4 to 9 (since she is now capable of casting 3rd-level spells and thus uses that column), and her overall total would increase from 15 to 25. A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesnt get any extra spell points (and thus can't cast any more spell than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.

For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that she can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast. For example, if the previous 4th-level wizard were an evoker, she could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, she can use that spell just like any of her other spells, casting it as often as she has spell points. Another example: At 1st level, a cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points. For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple's bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value it doesn't increase later as the character gains levels though later rewards may be larger as appropriate to the character's spellcasting ability. For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, she receives 3 bonus spells points (2*2=4, 4-1=3). Spontaneous Spellcasting Characters who cast all their spells spontaneously such as bards and sorcerers don't have to prepare spells. They can cast any spell they know by spending the requisite number of spell points. Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature's ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus they can cast such spells any time they have sufficient spell points. Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. Regaining Spell Points Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster's mind isn't ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character's daily limit and aren't regained. CASTING SPELLS Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell's cost. Table: Spell Point Costs Spell Level Spell Point Cost 0 01 1st 1 nd 2 3 3rd 5

Spell Level Spell Point Cost 4th 7 th 5 9 6th 11 7th 13 th 8 15 9th 17


0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0level spells, she can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.
1

Spellcasters use their full normal caster level for determining the effect of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don't deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster's normal caster level to determine damage. Use the character's normal caster level for all other effects, including range and duration. For example, a fireball deals a number of dice of damage based on the caster's level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th. A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time increases the spells effective caster level by 1 for purposes of dealing damage. A character can't increase a damage-dealing spell's caster level above her own caster level, or above the normal maximum allowed by the spell. For example, even at 7th level, a wizard's lightning bolt deals only 5d6 points of damage (just like a th 5 -level wizard) unless she spends extra spell points. If she spends 1 extra spell point (making the lighting bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but she can't spend more points than this, since her caster level is only 7th. Were she 10th level or higher, she could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lighting bolt spell. Similarly, her magic missile spell only shoots one missile unless she spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting her one additional missile. She can spend a maximum of 6 additional spell points in this manner, increasing her effective caster level to 7th for damage purposes and granting her a total of four missiles. If she were 9th level or higher, she could spend a maximum of 8 extra spell points, granting her five missiles (just like a 9th-level caster). METAMAGIC AND SPELL POINTS In the spell point system, a DM has two options for how to adjudicate metamagic effects. In either case, casters need not specially prepare metamagic versions of their spells they can simply choose to apply the metamagic effect at the time of casting. Doing this does not increase the spells casting time. The first option is to apply an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in her choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell's effective level above what she is capable of casting, she can't cast the spell in that way.

For example, a 7th level wizard is capable of casting 4th-level spells. She could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. She couldn't empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell's effective spell level to 5th). The spell's caster level for purposes of damage-dealing effects (see above) doesn't change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level. For example, if a wizard empowered her magic missile it would cost her 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1)*1.5 points of damage. If she spend an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4)*1.5 points of damage. The second option is simpler but less flexible. In this option, each selection of a metamagic feat allows a character to apply the feat's effect three times per day at no additional spell point cost. The normal limit for maximum spell level applies (a 7th-level wizard can't empower a spell higher than 2nd level, for instance). You could even combine these options, allowing a spellcaster with a metamagic feat to use the feat three times per day for free, but any additional uses in the same day would cost extra spell points. Only choose this combination approach if you're comfortable with characters throwing around a lot of metamagic spells. MULTICLASS SPELLCASTERS A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells grated by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn. For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage. MISCELLANEOUS ISSUES When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest level spell. Spells that allow a character to recall or recast a spell don't function in this system. (It doesn't make any sense to have a spell that gives you more spell points, since you're either paying mare than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently they restore a number of spell points required to cast a spell of that level. A Pearl of Power for 3rd-level spells, for instance, would restore 5 spell points to a character's pool of available points when activated.

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