Difference between revisions of "Middle Earth Campaign Setting (4e Campaign Setting)/Character Options"

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==Character Options==
+
=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.
 
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.
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*'''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.
 
*'''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==
  
 
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.
 
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.
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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.  
 
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====
+
===Adventurer Feats===
  
 
Any feat in the following section is available to a character of any level who meets the prerequisites.
 
Any feat in the following section is available to a character of any level who meets the prerequisites.
  
=====Armor of Aulë [Divinity]=====
+
====Armor of Aulë [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Aulë|Aulë]].
 
'''Prerequisites:''' Channel Divinity class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Aulë|Aulë]].
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|-
 
|-
 
| class="left" |
 
| class="left" |
====Athelas====
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===Athelas===
  
 
Athelas is a common herb that is most often called “kingsfoil”. Its use in the art of healing is largely unknown, so it is usually considered a weed by gardeners. Athelas can be found in the wild with a DC 15 nature or perception check by an individual trained in nature or with the Athelas Healing feat. Such an individual can describe Athelas to others in order to allow them to find it. When Athelas is found by an individual, enough is found for a single use with the heal skill.
 
Athelas is a common herb that is most often called “kingsfoil”. Its use in the art of healing is largely unknown, so it is usually considered a weed by gardeners. Athelas can be found in the wild with a DC 15 nature or perception check by an individual trained in nature or with the Athelas Healing feat. Such an individual can describe Athelas to others in order to allow them to find it. When Athelas is found by an individual, enough is found for a single use with the heal skill.
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|}
 
|}
  
=====Athelas Healing [Regional]=====
+
====Athelas Healing [Regional]====
  
 
''You have grown up in the mountains and are as fleet footed on uneven stone as on open ground.''
 
''You have grown up in the mountains and are as fleet footed on uneven stone as on open ground.''
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'''Benefit:''' You can use the heal skill with the herb Athelas. When you do so, you gain a +2 {{I}}bonuses and penalties|bonus]] to the {{I}}skill checks|skill check]].
 
'''Benefit:''' You can use the heal skill with the herb Athelas. When you do so, you gain a +2 {{I}}bonuses and penalties|bonus]] to the {{I}}skill checks|skill check]].
  
=====Breath of Manwë [Divinity]=====
+
====Breath of Manwë [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Manwë|Manwë]].
 
'''Prerequisites:''' Channel Divinity class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Manwë|Manwë]].
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|effect=You [[4e Index (4e Other)#push, pull and slide|push]] the target 4 squares.}}
 
|effect=You [[4e Index (4e Other)#push, pull and slide|push]] the target 4 squares.}}
  
=====Defensive Formation [Regional]=====
+
====Defensive Formation [Regional]====
  
 
''You have learned to fight in a closed formation that is commonly employed by dwarves and the citadel guard of Gondor.''
 
''You have learned to fight in a closed formation that is commonly employed by dwarves and the citadel guard of Gondor.''
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'''Benefit:''' While adjacent to an ally and equipped with a {{I}}shield|shield]], that ally gains a +2 {{I}}bonuses and penalties|shield bonus]] to {{I}}AC|AC]]. If you are both equipped with a shield, you instead both gain a +2 power bonus to AC.
 
'''Benefit:''' While adjacent to an ally and equipped with a {{I}}shield|shield]], that ally gains a +2 {{I}}bonuses and penalties|shield bonus]] to {{I}}AC|AC]]. If you are both equipped with a shield, you instead both gain a +2 power bonus to AC.
  
=====Dual Element [Racial]=====
+
====Dual Element [Racial]====
  
 
''Your nature is of two of the forces that make up the world.''
 
''Your nature is of two of the forces that make up the world.''
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'''Benefit:''' You gain a second elemental resistance racial trait. You cannot select the same damage type twice.
 
'''Benefit:''' You gain a second elemental resistance racial trait. You cannot select the same damage type twice.
  
=====Earth Walk [Regional]=====
+
====Earth Walk [Regional]====
  
 
''You have grown up in the mountains and are as fleet footed on uneven stone as on open ground.''
 
''You have grown up in the mountains and are as fleet footed on uneven stone as on open ground.''
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'''Benefit:''' You ignore {{I}}difficult terrain|difficult terrain]] that is the result of rubble, uneven stone or earth.
 
'''Benefit:''' You ignore {{I}}difficult terrain|difficult terrain]] that is the result of rubble, uneven stone or earth.
  
=====Elf Lord [Regional, Racial]=====
+
====Elf Lord [Regional, Racial]====
  
 
''The creatures of shadow perceive you as a shining figure of light and flee from your presence.''
 
''The creatures of shadow perceive you as a shining figure of light and flee from your presence.''
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'''Benefit:''' You gain an aura with a range of 5 squares. Shadow creatures in the aura take a -2 {{I}}bonuses and penalties|penalty]] to {{I}}Will defense|Will defense]] against your attacks.  
 
'''Benefit:''' You gain an aura with a range of 5 squares. Shadow creatures in the aura take a -2 {{I}}bonuses and penalties|penalty]] to {{I}}Will defense|Will defense]] against your attacks.  
  
=====Estë’s touch [Divinity]=====
+
====Estë’s touch [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Estë|Estë]].
 
'''Prerequisites:''' Channel Divinity class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Estë|Estë]].
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|effect=The target can spend a [[4e Index (4e Other)#Healing surge|healing surge]].}}
 
|effect=The target can spend a [[4e Index (4e Other)#Healing surge|healing surge]].}}
  
=====Expert Rider [Regional, Racial]=====
+
====Expert Rider [Regional, Racial]====
  
 
''You are highly skilled at riding horses.''
 
''You are highly skilled at riding horses.''
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In addition, you do not take penalties for riding without a saddle.  
 
In addition, you do not take penalties for riding without a saddle.  
  
=====Forest Walk [Regional]=====
+
====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.''
 
''You have grown up in the wild places of the world, and are as fleet footed in undergrowth as on open ground.''
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'''Benefit:''' You ignore {{I}}difficult terrain|difficult terrain]] that is the result of trees, underbrush, plants, or natural growth.
 
'''Benefit:''' You ignore {{I}}difficult terrain|difficult terrain]] that is the result of trees, underbrush, plants, or natural growth.
  
=====Gift of Námo [Divinity]=====
+
====Gift of Námo [Divinity]====
  
 
'''Prerequisites:''' {{I}}Channel divinity|Channel Divinity]] class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Námo|Námo]].
 
'''Prerequisites:''' {{I}}Channel divinity|Channel Divinity]] class feature, must worship [[Middle Earth Campaign Setting (4e Campaign Setting)/Mythology#Námo|Námo]].
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|effect=The target can immediately spend a [[4e Index (4e Other)#Healing surge|healing surge]].}}
 
|effect=The target can immediately spend a [[4e Index (4e Other)#Healing surge|healing surge]].}}
  
=====Improved Shed Form [Racial]=====
+
====Improved Shed Form [Racial]====
  
 
''Even the Eldar cannot clearly perceive you when you walk without form.''
 
''Even the Eldar cannot clearly perceive you when you walk without form.''
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'''Benefit:''' When you use your shed form power, you also become invisible until the end of your next turn.
 
'''Benefit:''' When you use your shed form power, you also become invisible until the end of your next turn.
  
=====Irmo’s Vision [Divinity]=====
+
====Irmo’s Vision [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Irmo.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Irmo.
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|effect=You gain a +2 power bonus to the attack roll or skill check.}}
 
|effect=You gain a +2 power bonus to the attack roll or skill check.}}
  
=====Loremaster [Regional]=====
+
====Loremaster [Regional]====
  
 
''You have been taught many secrets known only to a few.''
 
''You have been taught many secrets known only to a few.''
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'''Benefit:''' You gain a +2 bonus to all knowledge and monster knowledge skill checks.
 
'''Benefit:''' You gain a +2 bonus to all knowledge and monster knowledge skill checks.
  
=====Mariner [Regional]=====
+
====Mariner [Regional]====
  
 
''You grew up beside the sea and are an expert at sailing ships.''
 
''You grew up beside the sea and are an expert at sailing ships.''
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*Dexterity checks to steer through dangerous waters.
 
*Dexterity checks to steer through dangerous waters.
  
=====Mounted Stability [Regional]=====
+
====Mounted Stability [Regional]====
  
 
''You are used to the motion of a galloping horse.''
 
''You are used to the motion of a galloping horse.''
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'''Benefit:''' When you are mounted and take the run action, you do not grant combat advantage.
 
'''Benefit:''' When you are mounted and take the run action, you do not grant combat advantage.
  
=====Nessa’s Graceful Dance [Divinity]=====
+
====Nessa’s Graceful Dance [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Nessa.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Nessa.
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Effect: You gain a +2 bonus to speed and ignore difficult terrain until the end of your next turn.
 
Effect: You gain a +2 bonus to speed and ignore difficult terrain until the end of your next turn.
  
=====Nienna’s Pity [Divinity]=====
+
====Nienna’s Pity [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Nienna.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Nienna.
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Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4. If you are 21st level or higher, this power grants regeneration 6 instead.
 
Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4. If you are 21st level or higher, this power grants regeneration 6 instead.
  
=====Oromë’s Spear [Divinity]=====
+
====Oromë’s Spear [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Oromë.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Oromë.
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Effect: Your attack deals an extra 1d10 damage to all targets hit by the attack.
 
Effect: Your attack deals an extra 1d10 damage to all targets hit by the attack.
  
=====Surefooted Steed [Regional]=====
+
====Surefooted Steed [Regional]====
  
 
''You are skilled at riding even in the most cramped quarters.''
 
''You are skilled at riding even in the most cramped quarters.''
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'''Benefit:''' When squeezing while mounted, you do not take penalties to attack rolls due to squeezing, although your mount still takes such penalties. In addition, your mount can move at full speed rather than half speed while squeezing.
 
'''Benefit:''' When squeezing while mounted, you do not take penalties to attack rolls due to squeezing, although your mount still takes such penalties. In addition, your mount can move at full speed rather than half speed while squeezing.
  
=====Tides of Ulmo [Divinity]=====
+
====Tides of Ulmo [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Ulmo.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Ulmo.
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Effect: You can change the damage type of the next power you use before the end of your turn to cold. If you do so, you can push each target hit by the power 2 squares.
 
Effect: You can change the damage type of the next power you use before the end of your turn to cold. If you do so, you can push each target hit by the power 2 squares.
  
=====Tree Climber [Regional, Racial]=====
+
====Tree Climber [Regional, Racial]====
  
 
''Your people live amongst the tree-tops, so you are an adept climber.''
 
''Your people live amongst the tree-tops, so you are an adept climber.''
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In addition, you do not grant combat advantage while climbing.
 
In addition, you do not grant combat advantage while climbing.
  
=====Tulkas’ wrath [Divinity]=====
+
====Tulkas’ wrath [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Tulkas.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Tulkas.
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Effect: If the next attack you make with a weapon before the end of your next turn hits the target, it becomes an automatic critical hit.
 
Effect: If the next attack you make with a weapon before the end of your next turn hits the target, it becomes an automatic critical hit.
  
=====Tunnel-Fighter [Regional]=====
+
====Tunnel-Fighter [Regional]====
  
 
''You are trained at fighting in cramped quarters.''
 
''You are trained at fighting in cramped quarters.''
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'''Benefit:''' You do not take penalties to attack rolls or grant combat advantage due to squeezing.
 
'''Benefit:''' You do not take penalties to attack rolls or grant combat advantage due to squeezing.
  
=====Tunnel-Runner [Regional]=====
+
====Tunnel-Runner [Regional]====
  
 
''You spent the early years of your life in tunnels and caverns and are used to cramped conditions.''
 
''You spent the early years of your life in tunnels and caverns and are used to cramped conditions.''
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'''Benefit:''' When squeezing, you move at full speed rather than half speed.  
 
'''Benefit:''' When squeezing, you move at full speed rather than half speed.  
  
=====Vairë’s Lore [Divinity]=====
+
====Vairë’s Lore [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Vairë.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Vairë.
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=====Vána’s Youthful Step [Divinity]=====
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====Vána’s Youthful Step [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Vána.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Vána.
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Effect: You take a move action.
 
Effect: You take a move action.
  
=====Varda’s Radiance [Divinity]=====
+
====Varda’s Radiance [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Varda.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Varda.
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Increase damage to 2d4 + Wisdom modifier at 5th, 3d4 + Wisdom modifier at 11th, 4d4 + Wisdom modifier at 15th, 5d4 + Wisdom modifier at 21st, and 6d4 + Wisdom modifier at 25th.
 
Increase damage to 2d4 + Wisdom modifier at 5th, 3d4 + Wisdom modifier at 11th, 4d4 + Wisdom modifier at 15th, 5d4 + Wisdom modifier at 21st, and 6d4 + Wisdom modifier at 25th.
  
=====Yavanna’s Roots [Divinity]=====
+
====Yavanna’s Roots [Divinity]====
  
 
'''Prerequisites:''' Channel Divinity class feature, must worship Yavanna.
 
'''Prerequisites:''' Channel Divinity class feature, must worship Yavanna.

Revision as of 16:29, 6 May 2011

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

Athelas is a common herb that is most often called “kingsfoil”. Its use in the art of healing is largely unknown, so it is usually considered a weed by gardeners. Athelas can be found in the wild with a DC 15 nature or perception check by an individual trained in nature or with the Athelas Healing feat. Such an individual can describe Athelas to others in order to allow them to find it. When Athelas is found by an individual, enough is found for a single use with the heal skill.

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.

Improved Shed Form [Racial]

Even the Eldar cannot clearly perceive you when you walk without form.

Prerequisites: Maiar.

Benefit: When you use your shed form power, you also become invisible until the end of your next turn.

Irmo’s Vision [Divinity]

Prerequisites: Channel Divinity class feature, must worship Irmo.

Benefit: You can invoke the power of your deity to use Irmo’s touch.

Channel Divinity: Irmo’s Vision
Utility Feat Power
Irmo grants you a vision of the future.
Encounter
Free Action Personal
Trigger: You make an attack roll or skill check.
Effect: You gain a +2 power bonus to the attack roll or skill check.

Loremaster [Regional]

You have been taught many secrets known only to a few.

Prerequisites: Eriador, North Beleriand, Númenor or Undying Lands region.

Benefit: You gain a +2 bonus to all knowledge and monster knowledge skill checks.

Mariner [Regional]

You grew up beside the sea and are an expert at sailing ships.

Prerequisite: Eriador, Númenor or west Beleriand region.

Benefit: You are considered trained in athletics checks made to swim.

In addition, you gain a +2 bonus to initiative checks while aboard a ship, and you are considered trained in any skill check pertaining to movement, navigation, ship handling, or avoiding hazards aboard a ship. If you are already trained in the skill, you instead gain a +2 bonus to such checks.

Examples include:

  • Athletics checks to climb a ship’s hull or scale a mast.
  • Perception checks to spot approaching enemies or hazards.
  • Intelligence checks to determine your position or chart a course.
  • Dexterity checks to steer through dangerous waters.

Mounted Stability [Regional]

You are used to the motion of a galloping horse.

Prerequisites: Rohan region, mounted combat.

Benefit: When you are mounted and take the run action, you do not grant combat advantage.

Nessa’s Graceful Dance [Divinity]

Prerequisites: Channel Divinity class feature, must worship Nessa.

Benefit: You can invoke the power of your deity to use Nessa’s graceful dance.

Channel Divinity: Nessa’s Graceful Dance Feat Power Nessa grants you the grace of her beloved deer. Encounter ✦ Divine Minor Action Personal Effect: You gain a +2 bonus to speed and ignore difficult terrain until the end of your next turn.

Nienna’s Pity [Divinity]

Prerequisites: Channel Divinity class feature, must worship Nienna.

Benefit: You can invoke the power of your deity to use Nienna’s pity.

Channel Divinity: Nienna’s Pity Feat Power Nienna grants a blessing to the suffering. Encounter ✦ Divine, Healing Minor Action Close burst 5 Target: You or one ally in burst; bloodied target only Effect: The target gains regeneration 2 until the end of the encounter or until he or she is no longer bloodied. If you are 11th level or higher, this power grants regeneration 4. If you are 21st level or higher, this power grants regeneration 6 instead.

Oromë’s Spear [Divinity]

Prerequisites: Channel Divinity class feature, must worship Oromë.

Benefit: You can invoke the power of your deity to use Oromë’s spear.

Channel Divinity: Oromë’s Spear Feat Power Oromë’s hand guides your attack. Encounter ✦ Divine Free Action Personal Trigger: You hit an enemy with a ranged attack. Effect: Your attack deals an extra 1d10 damage to all targets hit by the attack.

Surefooted Steed [Regional]

You are skilled at riding even in the most cramped quarters.

Prerequisites: Rohan region, mounted combat.

Benefit: When squeezing while mounted, you do not take penalties to attack rolls due to squeezing, although your mount still takes such penalties. In addition, your mount can move at full speed rather than half speed while squeezing.

Tides of Ulmo [Divinity]

Prerequisites: Channel Divinity class feature, must worship Ulmo.

Benefit: You can invoke the power of your deity to use Tides of Ulmo.

Channel Divinity: Tides of Ulmo Feat Power A prayer to Ulmo grants you with the power of waves. Encounter ✦ Divine Minor Action Personal Effect: You can change the damage type of the next power you use before the end of your turn to cold. If you do so, you can push each target hit by the power 2 squares.

Tree Climber [Regional, Racial]

Your people live amongst the tree-tops, so you are an adept climber.

Prerequisites: Doriath or Rhovanion region, elf.

Benefit: You are considered to be trained in athletics for the purposes of making athletics checks to climb, and can use the highest of your strength score or dexterity score when making such skill checks.

In addition, you do not grant combat advantage while climbing.

Tulkas’ wrath [Divinity]

Prerequisites: Channel Divinity class feature, must worship Tulkas.

Benefit: You can invoke the power of your deity to use Tulkas’ wrath.

Channel Divinity: Tulkas’ Wrath Feat Power You evoke the wrath of Tulkas. Encounter ✦ Divine Minor Action Personal Effect: If the next attack you make with a weapon before the end of your next turn hits the target, it becomes an automatic critical hit.

Tunnel-Fighter [Regional]

You are trained at fighting in cramped quarters.

Prerequisites: Misty Mountains, Rhovanion, East Beleriand or North Beleriand region.

Benefit: You do not take penalties to attack rolls or grant combat advantage due to squeezing.

Tunnel-Runner [Regional]

You spent the early years of your life in tunnels and caverns and are used to cramped conditions.

Prerequisites: Misty Mountains, Rhovanion, East Beleriand or North Beleriand region.

Benefit: When squeezing, you move at full speed rather than half speed.

Vairë’s Lore [Divinity]

Prerequisites: Channel Divinity class feature, must worship Vairë.

Benefit: You can invoke the power of your deity to use Vairë’s Lore.

Channel Divinity: Vairë’s Lore Feat Power Your prayer gifts an ally with a brief vision of Vairë’s chronicling tapestries. Encounter ✦ Divine Immediate Reaction Close burst 10 Trigger: An ally in burst makes an arcana, history or religion check and dislikes the result. Target: The triggering ally Effect: The target rerolls the check with a +5 power bonus. He or she must use the second result, even if it is worse.


Vána’s Youthful Step [Divinity]

Prerequisites: Channel Divinity class feature, must worship Vána.

Benefit: You can invoke the power of your deity to use Vána’s youthful step.

Channel Divinity: Vána’s Youthful Step Feat Power Vána grants you her everlasting youth and grace for a moment. Encounter ✦ Divine Immediate Reaction Close burst 10 Trigger: An ally in burst spends an action point Effect: You take a move action.

Varda’s Radiance [Divinity]

Prerequisites: Channel Divinity class feature, must worship Varda.

Benefit: You can invoke the power of your deity to use Varda’s radiance.

Channel Divinity: Varda’s Radiance Feat Power A call to Elbareth spreads fear among creatures of darkness. Encounter ✦ Divine, Implement, Radiant Standard Action Close burst 2 Target: Each shadow creature in burst Attack: Wisdom or Charisma vs. Will Effect: 1d4 + Wisdom modifier radiant damage. Increase damage to 2d4 + Wisdom modifier at 5th, 3d4 + Wisdom modifier at 11th, 4d4 + Wisdom modifier at 15th, 5d4 + Wisdom modifier at 21st, and 6d4 + Wisdom modifier at 25th.

Yavanna’s Roots [Divinity]

Prerequisites: Channel Divinity class feature, must worship Yavanna.

Benefit: You can invoke the power of your deity to use Yavanna’s roots.

Channel Divinity: Yavanna’s Roots Feat Power A prayer to Yavanna invokes the growth of her roots. Encounter ✦ Divine, Implement Standard Action Close burst 2 Target: Each enemy in burst Attack: Wisdom or Charisma vs. Will Effect: The target is slowed until the end of your next turn.



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Action TypeMinor Action +, Immediate Reaction + and Free Action +
LevelNA +
RangeCloseburst 1 +, Closeburst 10 + and Personal +
TypeUtility Feat Power +
UsageEncounter +