Professional Documents
Culture Documents
40
TM
cLASS & Back- Seeker of Player
Warrior 1
lEVEL ground the Lost name
12 +4
____ Strength Burglary. Finding what you seek often means
+1 Dexterity
____ finding a way into places where youre not
11
Hit Point Maximum ____________________________
+1 +5 Constitution
____ supposed to be.
+0 Intelligence
____ Temporary Hit Miserable
Constitution -1 Wisdom
____ Points Hope
13 ____ Corruption I know that the Shadow will tremble the day we
+3 Charisma
____ recover a lost relic.
+1
Skills Hit Dice Death Saves
Intelligence Despair
+1
____ Acrobatics (Dex) 1d10 per Warrior Successes
42
TM
cLASS & Warden 1 Back- Loyal Servant Player
lEVEL ground name
14 +3
____ Strength Enemy-lore. You focus much of your efforts
+4 Dexterity
____ against a single enemy, the one that vexes your
9
Hit Point Maximum ____________________________
+2 +1 Constitution
____ master.
+0 Intelligence
____ Temporary Hit Miserable
Constitution -1 Wisdom
____ Points Hope
44
TM
cLASS & Treasure Hunter 1 Back- The Harrowed Erebor
lEVEL ground Origin
Dwarves of the Shadow Dragon-sickness Experience
cHARACTER nAME 0
Beli Culture Lonely Mountain Weakness Points
14 +1
____ Strength Dark Secrets. You are certain that your dreams
+4 Dexterity
____ touch the Shadow. You are learning all that you
11
Hit Point Maximum ____________________________
+2 +3 Constitution
____ can about it.
+3 Intelligence
____ Temporary Hit Miserable
Constitution +0 Wisdom
____ Points Hope
What was waiting for you was a place much darker than
your Kings dusky palace, and it will take more than the
red torch-light of your folk to cleanse Mirkwood once and
for all. But you have resolved that you can be the light
that chases away the shadows, and you will teach others
how to do the same.
46
TM
cLASS & Back- Emissary of Player
Scholar 1
lEVEL ground Your People name
Elves of Shadow Lure of Secrets Experience
cHARACTER nAME 0
Caranthiel Culture Mirkwood Weakness Points
48
TM
cLASS & Back- Lure of Family
Wanderer 1 Harfoot
lEVEL ground the Road ties
Hobbits of Shadow Wandering- Experience
cHARACTER nAME 0
Trotter Culture the Shire Weakness madness Points
16 +1 Strength
____ Story-telling. Youve heard many stories while on
+3 Dexterity
____ the road and you have a gift for imparting them
12
Hit Point Maximum ____________________________
+3 +4 Constitution
____ to others.
+0 Intelligence
____ Temporary Hit Miserable
Constitution +1 Wisdom
____ Points Hope
15 ____ Corruption If you only live at home, then you have never truly
+1 Charisma
____ lived.
+2
Skills Hit Dice Death Saves
Intelligence Despair
+3
____ Acrobatics (Dex) 1d10 per Wanderer Successes
level I can never forge strong bonds; Im always on the
10 +3 Animal Handling (Wis)
____ Failures
Total _______________ move.
-1 Athletics (Str)
____
+0 +1 Deception (Cha)
____
+0 History (Int)
____ Attacks Features, Traits, and Virtues
Wisdom
+1 Insight (Wis)
____ Name Atk Bonus Damage/Type
13 +1 Intimidation (Cha)
____ Resilient. You have advantage on saving throws
Short sword +5 1d6+3 slashing
+0 Investigation (Int)
____ against Corruption.
+1 +0 Lore (Int)
____ Short Bow* +5 1d6+3 piercing Hobbit Nimbleness. You can move through the
+1 Medicine (Wis)
____ space of any creature who is at least one size larger
Charisma +0 Nature (Int)
____ than yours.
13 +3 Perception (Wis)
____ Unobtrusive. You can attempt to hide even when
+1 Performance (Cha) *You can shoot your short bow 80 feet, or up to
____ you are obscured only by a creature that is at least
320 feet with disadvantage on the attack roll.
+1 +1 Persuasion (Cha)
____ one size larger than you.
+0 Riddle (Int)
____ Known Lands. Long years spent roaming over the
Shadow +0 Shadow-lore (Int)
____ land have given you vast amounts of knowledge
+3 Sleight of Hand (Dex)
____ about some of the regions of Middle-earth. You
Permanent +5 Stealth (Dex)
____ know the terrain of such lands like the backs
+3 Survival (Wis)
____ of your hands and your lore can seem almost
+2 Traditions (Int)
____ unnatural to any companions travelling with you.
(See page 82)
Ways of the Wild. You have a great deal of
13 Passive Perception (wisdom)
Equipment
experience from travelling through the wilderness
G Corslet of mail, short sword, shield, and surviving the various dangers that the wild
short bow with a quiver of 20 arrows, constantly offers. (See page 82)
Other proficiencies & languages
fur-lined travelling cloak, travelling Weather Lore. As a seasoned traveller you have
Proficiencies: Light armour, medium armour, S 23 gear for the current season, bedroll, an uncanny ability to predict the weather; (See
shields, simple weapons, martial weapons, pipes, backpack, comfortable boots, a fine page 133)
cartographers tools walking stick, pipe and pipeweed.
C
Languages: You can speak, read, and write the Common Cultural Virtue: None.
Tongue. Whatever native tongue the Hobbits once had
is all but gone, save for a few unique words such as
mathom an object one has no immediate use for,
but for whatever reason, is unwilling to throw away.
Noble Pursuits, The Art of Disappearing. (See
page 47) Standard of Living Prosperous
- Woodmen -
of
Wilderland
the Bride
You were born west of the Great River, in one of the villages
nearest the mountains. You were scarcely fifteen when
you first saw him who would become your groom, at a
folk-moot held at Mountain hall, in a time when the
Orcs were sorely threatening your people. Only a few
months later you moved across the river to be near
him, as he was from the folk dwelling in the forest.
As you waited for your wedding, you learned how
to seek a prey among the trees, and your love for the
hunt rivalled that for your future husband.
50
TM
cLASS & Back- Reluctant Player
Slayer 1
lEVEL ground Adventurer name
Woodmen of Shadow Curse of Experience
cHARACTER nAME 0
The Bride Culture Wilderland Weakness Vengeance Points
13 ____ Corruption I know that one day I shall rest by my fire again.
+1 Charisma
____
+1
Despair
Skills Hit Dice Death Saves
Intelligence 1d12 per Slayer Fate hates me; I am constantly tossed into these
+2 Acrobatics (Dex)
____ Successes
level dangerous situations in the hopes that the world
9 +2 Animal Handling (Wis)
____ Failures
Total _______________ will finally be rid of me!
+2 Athletics (Str)
____
-1 +1 Deception (Cha)
____
-1 History (Int)
____ Attacks Features, Traits, and Virtues
Wisdom +0
____ Insight (Wis) Name Atk Bonus Damage/Type
11 +3 Intimidation (Cha)
____ Battle-fury. On your turn, you can enter a Battle-
Great Axe +4 1d12+2 slashing
-1 Investigation (Int)
____ fury as a bonus action. (See page 72)
+0 -1 Lore (Int)
____ Dagger* +4 1d4+2 piercing Unarmored Defence. While you are not wearing
+2
____ Medicine (Wis) any armour, your Armour Class equals 10 + your
Charisma +1 Nature (Int)
____ Dexterity modifier + your Constitution modifier.
12 +0 Perception (Wis)
____ You can use a shield (but not a great shield) and
+1 Performance (Cha) *You can throw your dagger 20 feet, or up to 60
____ still gain this benefit. (See page 73)
feet with disadvantage on the attack roll.
+1 +1 Persuasion (Cha)
____ Pathetic and Bedraggled. You can take on the
-1 Riddle (Int)
____ mien of a sad, desperate and despondent figure.
Shadow -1 Shadow-lore (Int)
____ As long as you are not threatening, strangers will
+2
____ Sleight of Hand (Dex) take pity on you and give you a warm place to
Permanent +2 Stealth (Dex)
____ sleep for the night, hot food and a bit of comfort.
+2 Survival (Wis)
____ (See page 138)
-1 Traditions (Int)
____
Cultural Virtue: Hound of Mirkwood.