Middle Earth Campaign Setting (4e Campaign Setting)/Character Options
Contents
- 1 Character Options
- 1.1 Feats
- 1.1.1 Regional Feats
- 1.1.2 Adventurer Feats
- 1.1.3 Athelas
- 1.1.3.1 Athelas Healing [Regional]
- 1.1.3.2 Breath of Manwë [Divinity]
- 1.1.3.3 Defensive Formation [Regional]
- 1.1.3.4 Dual Element [Racial]
- 1.1.3.5 Earth Walk [Regional]
- 1.1.3.6 Elf Lord [Regional, Racial]
- 1.1.3.7 Estë’s touch [Divinity]
- 1.1.3.8 Expert Rider [Regional, Racial]
- 1.1.3.9 Forest Walk [Regional]
- 1.1.3.10 Gift of Námo [Divinity]
- 1.2 Legal Disclaimer
- 1.1 Feats
Character Options
Although the race and class of your character define most of your character’s capabilities, the feats and equipment you choose also help to define your character’s abilities. Feats can hone your character to better match the character you would like to play, while mundane an magical equipment guard your character’s weaknesses and enhance his or her strengths.
This chapter focuses on providing character options that help to add a Middle Earth tone to your character. New feats reflect the unique regions and gods of Middle Earth, while new equipment options reflect the kinds of weapons and armor a hero of Middle Earth is likely to have.
This chapter contains the following sections:
- Feats: This section presents new divinity feats to reflect the Valar, racial feats for Maiar and elves and regional feats that reflect the effects of growing up in a region of Middle Earth on a character.
- Equipment: This section presents replacement masterwork armor that better fits Middle Earth, and rules for elven-craft and Mithril weapons, as well as a small section on the currency of Middle Earth.
Feats
Feats are useful for character customization, and can cover weaknesses and enhance strengths. The feats in this section focus on adding a Middle-Earth flavor to your character.
Regional Feats
Regional feats are a new kind of feat that represents the effects of growing up in a particular region of Middle Earth on a character. A regional feat is only available to characters from the region named in the feat’s prerequisites. It should be noted that you can only ever be considered to be from one region.
Adventurer Feats
Any feat in the following section is available to a character of any level who meets the prerequisites.
Armor of Aulë [Divinity]
Prerequisites: Channel Divinity class feature, must worship Aulë.
Benefit: You can invoke the power of your deity to use armor of Aulë.
Channel Divinity: Armor of Aulë Utility Feat Power
| |
You bless the armor of an ally, providing them with extra protection. | |
Encounter | |
Minor Action | Close burst 1 |
Target: One ally in burst | |
Effect: The target gains a +2 bonus to AC until the end of your next turn. |
Athelas Healing [Regional]
You have grown up in the mountains and are as fleet footed on uneven stone as on open ground.
Prerequisites: Eriador region, trained in heal
Benefit: You can use the heal skill with the herb Athelas. When you do so, you gain a +2 bonus to the skill check.
Breath of Manwë [Divinity]
Prerequisites: Channel Divinity class feature, must worship Manwë.
Benefit: You can invoke the power of your deity to use breath of Manwë.
Channel Divinity: Breath of Manwë Utility Feat Power
| |
Manwë’s breath allows you to force a foe away from you. | |
Encounter | |
Immediate Reaction | Close burst 10 |
Trigger: You are hit by an attack. | |
Target: The triggering enemy | |
Effect: You push the target 4 squares. |
Defensive Formation [Regional]
You have learned to fight in a closed formation that is commonly employed by dwarves and the citadel guard of Gondor.
Prerequisites: Gondor, Misty Mountains, Rhovanion or East Beleriand region, shield proficiency (light or heavy).
Benefit: While adjacent to an ally and equipped with a shield, that ally gains a +2 shield bonus to AC. If you are both equipped with a shield, you instead both gain a +2 power bonus to AC.
Dual Element [Racial]
Your nature is of two of the forces that make up the world.
Prerequisites: Maia.
Benefit: You gain a second elemental resistance racial trait. You cannot select the same damage type twice.
Earth Walk [Regional]
You have grown up in the mountains and are as fleet footed on uneven stone as on open ground.
Prerequisites: Misty Mountains, Mordor, North Beleriand or East Beleriand region.
Benefit: You ignore difficult terrain that is the result of rubble, uneven stone or earth.
Elf Lord [Regional, Racial]
The creatures of shadow perceive you as a shining figure of light and flee from your presence.
Prerequisites: Undying Lands region, elf
Benefit: You gain an aura with a range of 5 squares. Shadow creatures in the aura take a -2 penalty to Will defense against your attacks.
Estë’s touch [Divinity]
Prerequisites: Channel Divinity class feature, must worship Estë.
Benefit: You can invoke the power of your deity to use Estë’s touch.
Channel Divinity: Estë’s Touch Utility Feat Power
| |
Estë’s gentle blessing heals an ally of his or her wounds. | |
Encounter | |
Immediate Reaction | Close burst 10 |
Trigger: An enemy scores a critical hit against an ally in burst | |
Target: The triggering ally | |
Effect: The target can spend a healing surge. |
Expert Rider [Regional, Racial]
You are highly skilled at riding horses.
Prerequisites: Rohan region or elf, mounted combat.
Benefit: When making nature checks to handle animal and when making skill checks on behalf of a mount, you are considered trained in that skill. If you are already trained in the skill, you instead gain a +2 bonus to the check.
In addition, you do not take penalties for riding without a saddle.
Forest Walk [Regional]
You have grown up in the wild places of the world, and are as fleet footed in undergrowth as on open ground.
Prerequisites: Doriath, Eriador or Rhovanion region.
Benefit: You ignore difficult terrain that is the result of trees, underbrush, plants, or natural growth.
Gift of Námo [Divinity]
Prerequisites: Channel Divinity class feature, must worship Námo.
Benefit: You can invoke the power of your deity to use gift of Námo.
Channel Divinity: Gift of Námo Utility Feat Power
| |
Námo grants a dying ally a second chance. | |
Encounter | |
Immediate Reaction | Close burst 10 |
Trigger: An ally drops to 0 hit points or fewer | |
Target: The triggering ally | |
Effect: The target can immediately spend a healing surge. |
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