0% found this document useful (0 votes)
27 views

JRR Tolkien

Jrr Tolkien 5e

Uploaded by

Brandon Fowler
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
27 views

JRR Tolkien

Jrr Tolkien 5e

Uploaded by

Brandon Fowler
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

J. R. R.

TOLK IEN
JRR TOLKIEN CR
XP 12,800
Male old human unchained summoner 12 VMC Bard
Medium humanoid (human)

DEFENSE

AC 18, touch 13, flat-footed 18 (+5 armor, +4 deflection, -


1 Dex)
HP 33 (12d8-22)

OFFENSE

Speed 30 ft.
Space 5 ft.; Reach 5 ft.
CLASS Spell-Like Abilities: summon monster vi (9/Day)
Known Summoner Spells (CL 12th, concentration +18):
4th (4/day)—black tentacles, charm monster (DC 20), evolution surge, greater, major
creation
3rd (5/day)—dispel magic, evolution surge, haste, heroism
2nd (7/day)—bear's endurance, eagle's splendor, invisibility, phantom steed, summon
eidolon
1st (7/day)—grease (DC 17), identify, long arm, mage armor, protection from
evil, shield

STATISTICS

Str 8, Dex 8, Con 8, Int 16, Wis 16, Cha 22


Base Atk +9; CMB +8; CMD 21

Feats Battle Cry, Divine Protection, Extra Evolution (2x), Leadership,


Skills Acrobatics -3 , Appraise +1 , Artistry +1 , Bluff +4 , Climb -3 , Craft (Untrained) +1 ,
Diplomacy +9 , Disguise +4 , Escape Artist -3 , Fly -3 , Heal +1 , Intimidate +4 ,
Knowledge (Arcana) +13 , Knowledge (History) +13 , Knowledge (Local) +13 ,
Knowledge (Religion) +13 , Linguistics(Abyssal, Celestial, Draconic, Druidic, Dwarven,
Goblin, Halfling, Infernal, Orc, Polyglot, Sylvan, Truespeech) +17 , Perception +1 , Per-
form (Untrained) +4 , Profession (Librarian) +13 , Ride -3 , Sense Motive +1 , Spellcraft
+13 , Stealth -3 , Survival +1 , Swim -3 , Use Magic Device +8
Languages Abyssal, Azlanti, Celestial, Common, Draconic, Druidic, Dwarven, Elven, Gob-
lin, Halfling, Infernal, Orc, Polyglot, Shadowtongue, Sylvan, Truespeech
SQ aspect, bard, bond senses, bonus eidolon hit point (12x), bonus feat, cantrips, eido-
lon, greater shield ally, life link, maker's call, negative levels, shield ally, skilled, skills,
summon monster i, transposition, weapon and armor proficiency
Gear ring of arcane mastery, ring of protection +4, robe of the archmagi,
grey, investigator's pipe, tome of epics, ink (1 oz. vial), inkpen

SPECIAL ABILITIES

Summoner: Aspect, Bond Senses, Eidolon Greater Shield Ally. Life Link, Maker's Call, Shield Ally, Transposition.
Trait: Thirst for Knowledge (Nethys)
VMC Bard:
Bardic Knowledge: At 3rd level, he gains the bardic knowledge class feature, treating his character level as his effective bard level.
Bardic Performance: At 7th level, he gains the ability to inspire courage and inspire competence as a bard of his character level - 4 for a
number of rounds per day equal to his Charisma modifier + his character level.
Versatile Performance: At 11th level, he gains versatile performance in one Perform skill of his choice. He can retrain all his ranks in the
two associated skills for free.
(EIDOLON)
Male eidolon
Large outsider (Demon)
Init +2; Senses darkvision 60 ft., Perception +10

DEFENSE
AC 25, touch 11, flat-footed 23 (+2 Dex, +14 natural, -1 size)
hp 69 (9d10+30)
Fort +8, Ref +5, Will +6, +4 bonus on saving throws against poison.
DR 5/good; Resist acid 10 , cold 10 , electricity 15 , fire 15

OFFENSE
Speed 30 ft., fly 30 ft. (average)
Melee +1 Flaming burst Scorpion whip +15/+10 (1d6+7+1d6 fire/x2 +1d6 fire) claw +12
(1d6+6)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 22, Dex 15, Con 15, Int 7, Wis 10, Cha 11
Base Atk +9; CMB +16; CMD 28

Feats Exotic Weapon Proficiency (Whip), Power Attack, Simple Weapon Proficiency, Two-
Weapon Defense, Two-Weapon Fighting, Vital Strike
Skills Acrobatics +10 , Fly +11 , Intimidate +12 , Perception +10 , Sense Motive +10
SQ devotion, evasion, flight (wings), large, link, multiattack, reach (claw), resistance (2x),
resistance to acid 10, resistance to cold 10, resistance to electricity 15, resistance to
fire 15, share spells, weapon training (simple)

SPECIAL ABILITIES
Demon Biped Eidolon
Devotion (Ex) An eidolon gains a +4 morale bonus on Will saves against enchantment
spells and effects.
Evolutions: Resistance, Flight, Reach (Claws), Large.
Aragorn (Cohort)
Male human ranger 10
None Medium humanoid (human)
Init +2; Senses Perception +10

DEFENSE

AC 19, touch 13, flatfooted 17 (+6 armor, +1 deflection, +2 Dex)


HP 96 (10d10+40)
Fort +10, Ref +9, Will +8
Defensive Abilities evasion;

OFFENSE

Speed 30 ft., Woodland Stride


Melee sword, bastard +1 (adamantine/flaming) +15/+10 (1d10+4/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks humanoid (giant) +2, humanoid (goblinoid) +4, humanoid (orc) +4
Ranger Spells Prepared (CL 10th, concentration +10):
3rd—cure moderate wounds
2nd—acute senses UM, chameleon stride APG
1st—abundant ammunition UC, deadeye's lore UC, delay poison

STATISTICS

Str 16, Dex 14, Con 16, Int 10, Wis 16, Cha 14
Base Atk +10; CMB +13; CMD 26
Feats Endurance, Exotic Weapon Proficiency (Sword (Bastard)), Great Cleave, Iron Will, Point-Blank Shot, Power Attack, Precise Shot, Pushing Assault,
Shield of Swings, Weapon Focus (Sword (Bastard))
Skills Acrobatics +11 , Climb +9 , Diplomacy +8 , Escape Artist +1 , Fly +1 , Handle Animal +6 , Heal +10 , Intimidate +6 , Knowledge (Geography) +7 ,
Knowledge (Local) +6 , Knowledge (Nature) +10 , Knowledge (Nobility) +4 , Perception +10 , Ride +9 , Spellcraft +4 , Stealth +14 , Survival +10 , Sur-
vival (Follow or identify tracks) +15 , Swim +9
Languages Common
SQ bonus feat, combat style feat, favored terrain (forest) +4, favored terrain (mountain) +2, skilled, swift tracker, track +5, wild empathy +12, wood-
land stride
Gear chain shirt +2, sword, bastard +1 (adamantine/flaming), ring of protection +1, cloak of elvenkind

SPECIAL ABILITIES

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally
deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you
are helpless, you do not gain the benefit of evasion.
Favored Terrain (Forest, Mountain) (Ex) You gain a +4/+2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using
these skills in this terrain (coniferous and deciduous). Likewise, you get a +4 bonus on initiative checks when in this terrain. If you desire, you
leave no trail in this terrain and cannot be tracked.
Favored enemy (Orc, Goblinoid, Giant) You gain a +4/+4/+2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when us-
ing these skills. Likewise, you get a +4 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks
untrained to identify such creatures.
Swift Tracker (Ex) You can move at your normal speed while using Survival to follow tracks without taking the normal -5 penalty. You take only a -
10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
Track (Ex) You gain +5 to Survival checks made to follow tracks.
Wild Empathy (Ex) You can improve the attitude of an animal.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar ter-
rains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been
magically manipulated to impede motion, however, still affect you.
Bond (companions): spend a move action to grant half his favored enemy bonus against a single target of the appropriate type to all allies within
30 feet who can see or hear him.
Bilbo Baggins (Follower)
Male halfling rogue 4
Small humanoid (halfling)
Init +4; Senses Perception +10

DEFENSE

AC 20, touch 15, flat-footed 16 (+5 Armor, +4 Dex, +1 size)


HP 26 (4d8+8)
Fort +4, Ref +9, Will +3, +1 Reflex to avoid traps, +2 vs. fear, +2 trait bonus on all saving throws
against illusions.
Defensive Abilities danger sense +1, evasion, uncanny dodge;

OFFENSE

Speed 20 ft.
Space 5 ft.; Reach 5 ft.
Melee sword, shortsword +1 (adamantine/spider bane) +8 (1d4+5/19-20x2)
Special Attacks sneak attack 2d6

STATISTICS

Str 8, Dex 19, Con 14, Int 11, Wis 12, Cha 14
Base Atk +3; CMB +1; CMD 15
Feats Lucky Halfling, Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +13 , Acrobatics (Jump) +9 , Bluff +9 , Bluff (Fool someone) +10 , Climb +5 , Diplomacy +10 , Disable Device +10 , Disguise +6 , Escape
Artist +10 , Intimidate +6 , Knowledge (Local) +4 , Perception +10 , Perception (Trapfinding) +12 , Sense Motive +5 , Sleight of Hand +10 , Stealth +18
Languages Common, Halfling
SQ bonus critical confirmation (halfling weapons) (4x), debilitating injury, fast stealth, fearless, finesse training, halfling luck, keen senses, rogue crawl,
sure-footed, trapfinding, weapon choice (sword (short)), weapon familiarity
Gear: Ring of invisibility, Elven Chain, Sting, elvenkind cloak.

SPECIAL ABILITIES

Bonus Critical Confirmation (Halfling Weapons) (4x) Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its
name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack
with Critical Focus.
Danger Sense (Ex) You gain a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps. In addition, you gain a
+1 bonus on Perception checks to avoid being surprised by a foe.
Debilitating Injury (Ex) At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing
it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability).
Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally
deals half damage on a successful save, you instead take no damage.
Fast Stealth (Ex) This ability allows you to move at full speed using Stealth without penalty.
Fearless (Ex) Halflings receive a +2 racial bonus on saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of
weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she
makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll.
If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity
Halfling Luck (Ex) Halflings receive a +1 racial bonus on all saving throws.
Keen Senses (Ex) Halflings receive a +2 bonus on Perception skill checks.
Rogue Crawl (Ex) While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You can take a 5-foot steps
while crawling and you reduce you attack roll and AC penalties for being prone by 2.
Skeptic Growing up, you were always around magical effects to the extent that you realized that much of it was smoke and mirrors. You gain a +2
trait bonus on all saving throws against illusions.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for ex-
tra damage. Your attack deals 2d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your
target.
Sure-Footed (Ex) Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Trapfinding (Ex) You add +2 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill
to disarm magical traps.
Trustworthy People find it easy to put their faith in you. You gain a +1 trait bonus on Bluff checks made to fool someone. You also gain a +1 trait
bonus on Diplomacy checks, and Diplomacy is always a class skill for you.
Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you
lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexter-
ity bonus to AC if an opponent successfully uses the feint action against you.
Weapon Choice: Dexterity to Damage with shortsword.

You might also like