By Mike Mcartor, Wesley Schneider

'Complete scoundrel' provides new mechanics that positioned success in your aspect and a unique approach of ability tips that permit any personality to play the a part of a scoundrel. tough strategies aren’t only for rogues anymore.

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BACKGROUND

"It is ever so with the issues that males start: there's a frost in Spring or a blight in summer season, they usually fail in their promise" (LotR III, p. 182).

Elendil and his heirs prepared kingdoms once they got here to Middle-earth from Numenor; Gondor within the South, and Arnor within the North. either have been reasonable and wealthy kingdoms in the beginning of the 3rd Age. at the moment the background of the 2 kingdoms parted; the big name of Gondor rose, yet that of Arnor fell into darkness. forces introduced the destruction of the North country. the 1st was once the waning of the Dunedain who dwelt in Arnor. the second one, and much larger was once the shadow that got here from the land of Angmar. the boys of Arnor withstood the evil energy of the Witch King for 6 lengthy centuries, a tribute to the power and tool of the Dunedain of the North.

Arnor had suffered relatively little within the struggle opposed to Sauron on the end of the second one Age, and the dominion must have prospered. even supposing the numbers of the Dunedain have been diminished, they have been nonetheless nice. The weather of Arnor used to be gentle and the land was once fertile and freed from enemies. For a couple of hundred years issues went good, however the air of Eriador appeared unwholesome for the descendants of Numenor. Arnor fell into decline lengthy earlier than the land held any whisper of the shadow of Angmar. For purposes unknown the Dunedain deserted their capital of Annuminas upon the shorelines of Lake Nennuial, and withdrew to the lesser castle urban of Fornost.

The nation of Arnor used to be doomed to "a frost in Spring, and a blight in summer season. " The heirs of the dominion may perhaps now not agree at the succession to the throne of Arnor within the 9th century of the 3rd Age. In T. A. 861 the power of the northern realm was once divided into 3 kingdoms: Cardolan, Rhudaur, and Arthedain. The quarreling endured; Rhudaur and Cardolan contested the ownership of the tower of Amon Sul and its Palantir. The watch on evil slept within the north; males grew to become inwards and anxious themselves with their very own affairs. The rumours of evil multiplying within the mountains didn't curiosity them; for Arthedain and Cardolan at the least, the mountains have been some distance off. None gave their consciousness to the unpromising valley in a northern fork of the Misty Mountains.

The Witch King arose in Angmar in the course of the realm of Malvegil of Arthedain, your time among T. A. 1272-1349. males turned conscious of the starting to be evil within the mountains, yet Angmar was once nonetheless getting ready its strength. No attacks at the Dunedain got here till Argeleb, the son of Malvegil, assumed the throne.

The subsequent sixty years have been darkish ones for the Dunedain of the North. The Dunedain of Rhudaur have been pushed out through evil hillmen in league with Angmar and Argeleb used to be slain in conflict. jointly Arthedain and Cardolan held the elements Hills opposed to Angmar. In 1409 T. A. the Witch King of Angmar published his deadliest attack. Amon Sul used to be raised and burned and the Dunedain have been compelled to escape westward. Cardolan used to be laid to waste. aid got here to the Dunedain from the Elves of the gray Havens, Rivendell, and Lorien. The armies of Angmar have been repelled from Fornost and the North Downs, and compelled to withdraw to Angmar. The shadow of the North used to be contained for a time.

ANGMAR

The land of Angmar is likely one of the grimmest locations in all of Middle-earth. it isn't black and twisted like Mordor, yet heartbreakingly chilly and barren. It lies in a northern fork within the Western Misty Mountains, and within the jap Misty Mountains. Little job is based upon the barren simple among the fork within the mountains; the border defend of guys is decided within the rolling hills upon the sting of the low plateau. those males watch the lengthy border highway that runs from Carn Dûm to the southern tip of Angmar. The orcs desire the protection of the tunnels within the mountains. within the East the Witch King has no border safeguard; the mountains bar access into Angmar from that path, other than to those that recognize the orcish tunnels.

Extra info for Complete Scoundrel: A Player's Guide to Trickery and Ingenuity (Dungeons & Dragons d20 3.5 Fantasy Roleplaying)

Sample text

Cus on movement tricks, Whether scrumming toe to choose feats that allow you toe in the front line or engaging to move faster or traverse a distant foe, the battle trickster difficult obstacles more easholds his own in any combat sitily; if you rely on Combat uation. He usually continues to Expertise to thwart attackers, specialize in whatever role he held you’ll get more punch by focusing on before joining the prestige class, alElibor Gunter, that feat tree. beit with unusual techniques. a battle trickster pqqqqqqqqqqqqqqqqqqqqrs Buyer Beware My Good Lord Siekes: Your lordship, I hope this missive finds you, the illustrious lady Siekes, your noble heirs, your impressive holdings in Saerb, and your vast portfolio well and more than well.

See the barbarEqualizer (17) Class level 2nd ian class feature, PH 26. If you already have trap sense, this class feature provides no additional benefit. Flashbang (19) Craft (alchemy) 3 Skill Focus: At 2nd level, you gain Skill Focus (Craft ranks, class level 3rd Footspiker (15) — [trapmaking]) as a bonus feat. If you already have this feat, you can instead select any other feat for which you meet Glitterburst (15) Craft (alchemy) 1 rank the prerequisite. Improvised Materials (Ex): Beginning at 4th level, Scorcher (15) Craft (alchemy) 1 rank you can craft combat traps from raw materials at hand Scorcher, Craft (alchemy) 5 instead of relying on your combat trapsmith’s kit.

After successfully touching a creature: Each point expended deals Ex-Gray Guards 1 point of damage to As a gray guard, you are less at risk of permathe target. A nonnently losing your abilities than a paladin evil creature is. You might lose them temporarily is allowed for committing dishonora Will save able acts, but you are (DC 10 + your granted clemency gray guard level for performing + your Cha modsuch deeds in ifier) to halve the name of your the amount of faith and can atone dam­age dealt.

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